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Bury in Books
  ( 5)
Instant
This spell costs less to cast if it targets an attacking creature. Put target creature into its owner's library second from the top.
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Buzzing Whack-a-Doodle
 ( 4)
Artifact
As this artifact enters, you and an opponent each secretly choose Whack or Doodle. Then those choices are revealed. If the choices match, this artifact has that ability. Otherwise, it has Buzz. • Whack — : Target player loses 2 life. • Doodle — : You gain 3 life. • Buzz — , : Draw a card.
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By Invitation Only
   ( 5)
Sorcery
Choose a number between 0 and 13. Each player sacrifices that many creatures of their choice.
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Cabal Conditioning
  ( 7)
Sorcery
Any number of target players each discard a number of cards equal to the greatest mana value among permanents you control.
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Cabal Initiate
  ( 2)
Creature — Human Warlock
(2/1)
Discard a card: This creature gains lifelink until end of turn. Threshold — This creature gets +1/+2 as long as seven or more cards are in your graveyard.
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Cabal Paladin
  ( 4)
Creature — Human Knight
(4/2)
Whenever you cast a historic spell, this creature deals 2 damage to each opponent. (Artifacts, legendaries, and Sagas are historic.)
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Cabal Shrine
   ( 3)
Enchantment
Whenever a player casts a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell.
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Cabal Trainee
 ( 1)
Creature — Human Minion
(1/1)
Sacrifice this creature: Target creature gets -2/-0 until end of turn.
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Cabaretti Initiate
 ( 1)
Creature — Raccoon Citizen
(1/2)
 : This creature gains double strike until end of turn.
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Cackling Counterpart
   ( 3)
Instant
Create a token that's a copy of target creature you control. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cackling Culprit
( 0)
Creature — Human Rogue
(3/5)
Whenever this creature or another creature you control dies, you gain 1 life.  : This creature gains deathtouch until end of turn.
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Cackling Fiend
   ( 4)
Creature — Zombie
(2/1)
When this creature enters, each opponent discards a card.
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Cackling Flames
  ( 4)
Instant
Cackling Flames deals 3 damage to any target. Hellbent — Cackling Flames deals 5 damage instead if you have no cards in hand.
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Cackling Imp
   ( 4)
Creature — Imp
(2/2)
Flying : Target player loses 1 life.
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Cackling Prowler
  ( 4)
Creature — Hyena Rogue
(4/3)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Morbid — At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on this creature.
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Cackling Slasher
  ( 4)
Creature — Human Assassin
(3/3)
Deathtouch This creature enters with a +1/+1 counter on it if a creature died this turn.
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Cadric, Soul Kindler
   ( 4)
Legendary Creature — Dwarf Wizard
(4/3)
The "legend rule" doesn't apply to tokens you control. Whenever another nontoken legendary permanent you control enters, you may pay . If you do, create a token that's a copy of it. That token gains haste. Sacrifice it at the beginning of the next end step.
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Calamitous Cave-In
  ( 4)
Sorcery
Calamitous Cave-In deals X damage to each creature and each planeswalker, where X is the number of Caves you control plus the number of Cave cards in your graveyard.
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Calamity of Cinders
   ( 7)
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Calamity of Cinders deals 6 damage to each untapped creature.
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Calamity, Galloping Inferno
   ( 6)
Legendary Creature — Horse Mount
(4/6)
Haste Whenever Calamity attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once. Saddle 1
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Calculating Lich
   ( 6)
Creature — Zombie Wizard
(5/5)
Menace Whenever a creature attacks one of your opponents, that player loses 1 life.
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Calim, Djinn Emperor
    ( 6)
Legendary Creature — — Djinn Noble
(5/6)
Flying, ward  Calim's Breath —  , Discard Calim: Tap up to one target nonland permanent. Draw a card. Then you may exile two other cards named Calim, Djinn Emperor from your graveyard. When you do, return Calim from your graveyard to the battlefield tapped. When you discard Calim, conjure a card named Calim, Djinn Emperor into your library seventh from the top.
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Calix, Destiny's Hand
   ( 4)
Legendary Planeswalker — Calix
(4)
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. −3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield. −7: Return all enchantment cards from your graveyard to the battlefield.
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Call In a Professional
  ( 3)
Instant
Players can't gain life this turn. Damage can't be prevented this turn. Call In a Professional deals 3 damage to any target. (Shield counters don't prevent this damage as they're removed.)
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Call of the Nightwing
   ( 4)
Sorcery
Create a 1/1 blue and black Horror creature token with flying. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Call of the Ring
  ( 2)
Enchantment
At the beginning of your upkeep, the Ring tempts you. Whenever you choose a creature as your Ring-bearer, you may pay 2 life. If you do, draw a card.
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Call the Bloodline
  ( 2)
Enchantment
, Discard a card: Create a 1/1 black Vampire Knight creature token with lifelink. Activate only once each turn.
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Call to Mind
  ( 3)
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
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Call to the Kindred
  ( 4)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
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Callidus Assassin
   ( 6)
Creature — Human Shapeshifter Assassin
(3/3)
Flash Polymorphine — You may have this creature enter tapped as a copy of any creature on the battlefield, except it has "When this creature enters, destroy up to one other target creature with the same name as this creature."
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Callow Jushi
   ( 3)
Creature — Human Wizard
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on this creature. At the beginning of the end step, if there are two or more ki counters on this creature, you may flip it.
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Calming Licid
  ( 3)
Creature — Licid
(2/2)
, : This creature loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect.
Enchanted creature can't attack.
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Calming Verse
  ( 4)
Sorcery
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
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Candlekeep Inspiration
  ( 5)
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
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Canker Abomination
   ( 4)
Creature — Treefolk Horror
(6/6)
As this creature enters, choose an opponent. This creature enters with a -1/-1 counter on it for each creature that player controls.
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Canonized in Blood
  ( 2)
Enchantment
At the beginning of your end step, if you descended this turn, put a +1/+1 counter on target creature you control. (You descended if a permanent card was put into your graveyard from anywhere.)   , Sacrifice this enchantment: Create a 4/3 white and black Vampire Demon creature token with flying.
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Canoptek Tomb Sentinel
 ( 4)
Artifact Creature — Insect
(4/3)
Vigilance Exile Cannon — When this creature enters from a graveyard, exile up to one target nonland permanent. Unearth ( : Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Captain Eberhart
  ( 2)
Legendary Creature — — Human Soldier
(1/1)
Double strike Spells cast from among cards you drew this turn cost less to cast. Spells cast from among cards your opponents drew this turn cost more to cast.
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Captain Howler, Sea Scourge
   ( 4)
Legendary Creature — Shark Pirate
(5/4)
Ward— , Pay 2 life. Whenever you discard one or more cards, target creature gets +2/+0 until end of turn for each card discarded this way. Whenever that creature deals combat damage to a player this turn, you draw a card.
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Captain Lannery Storm
  ( 3)
Legendary Creature — Human Pirate
(2/2)
Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.") Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
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Captain N'ghathrod
   ( 5)
Legendary Creature — Horror Pirate
(3/6)
Horrors you control have menace. Whenever a Horror you control deals combat damage to a player, that player mills that many cards. At the beginning of your end step, choose target artifact or creature card in an opponent's graveyard that was put there from their library this turn. Put it onto the battlefield under your control.
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Captain of the Mists
  ( 3)
Creature — Human Wizard
(2/3)
Whenever another Human you control enters, untap this creature.  , : You may tap or untap target permanent.
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Captain of the Watch
   ( 6)
Creature — Human Soldier
(3/3)
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When this creature enters, create three 1/1 white Soldier creature tokens.
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Captain of Umbar
  ( 3)
Creature — Human Pirate
(2/3)
, : Draw a card, then discard a card.
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Captain Rex Nebula
   ( 3)
Legendary Creature — Human Pilot Employee
(2/2)
At the beginning of combat on your turn, choose target nonland permanent you control. Until end of turn, it becomes a Vehicle artifact with base power and toughness each equal to its mana value, and it gains crew 2 and "Crash Land — Whenever this Vehicle deals damage, roll a six-sided die. If the result is equal to this Vehicle's mana value, sacrifice this Vehicle, then it deals that much damage to any target."
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Captain Ripley Vance
  ( 3)
Legendary Creature — Human Pirate
(3/2)
Whenever you cast your third spell each turn, put a +1/+1 counter on Captain Ripley Vance, then it deals damage equal to its power to any target.
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Captain Sisay
   ( 4)
Legendary Creature — Human Soldier
(2/2)
: Search your library for a legendary card, reveal that card, put it into your hand, then shuffle.
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Captain Storm, Cosmium Raider
  ( 2)
Legendary Creature — Human Pirate
(2/2)
Whenever an artifact you control enters, put a +1/+1 counter on target Pirate you control.
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Captain Vargus Wrath
  ( 2)
Legendary Creature — Orc Pirate
(1/1)
Whenever Captain Vargus Wrath attacks, Pirates you control get +1/+1 until end of turn for each time you've cast a commander from the command zone this game.
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Captain's Call
  ( 4)
Sorcery
Create three 1/1 white Soldier creature tokens.
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Captain's Claws
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature attacks, create a 1/1 white Kor Ally creature token that's tapped and attacking. Equip 
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Captain's Hook
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types. Whenever this Equipment becomes unattached from a permanent, destroy that permanent. Equip 
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Captain's Maneuver
   ( 2)
Instant
The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.
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Captivating Crew
  ( 4)
Creature — Human Pirate
(4/3)
 : Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
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Captivating Glance
  ( 3)
Enchantment — Aura
Enchant creature At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
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Captivating Gyre
   ( 6)
Sorcery
Return up to three target creatures to their owners' hands.
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Captivating Unicorn
  ( 5)
Creature — Unicorn
(4/4)
Constellation — Whenever an enchantment you control enters, tap target creature an opponent controls.
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Captivating Vampire
   ( 3)
Creature — Vampire
(2/2)
Other Vampire creatures you control get +1/+1. Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
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Careening Mine Cart
 ( 3)
Artifact — Vehicle
(3/3)
Whenever this Vehicle attacks, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.") Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Carefree Swinemaster
  ( 3)
Creature — Gnome Ranger
(1/4)
Whenever this creature attacks, you may pay  . If you do, create a 2/2 green Boar creature token that's tapped and attacking.
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Carnage Interpreter
   ( 3)
Creature — Devil Detective
(3/3)
When this creature enters, discard your hand, then investigate four times. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") As long as you have one or fewer cards in hand, this creature gets +2/+2 and has menace.
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Cascading Cataracts
( 0)
Land
Indestructible : Add .
, : Add five mana in any combination of colors.
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Case of the Burning Masks
   ( 3)
Enchantment — Case
When this Case enters, it deals 3 damage to target creature an opponent controls. To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
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Case of the Shifting Visage
   ( 3)
Enchantment — Case
At the beginning of your upkeep, surveil 1. To solve — There are fifteen or more cards in your graveyard. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast a nonlegendary creature spell, copy that spell. (The copy becomes a token.)
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Case the Joint
  ( 4)
Instant
Draw two cards, then look at the top card of each player's library.
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Cast into Darkness
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0 and can't block.
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Cast into the Fire
  ( 2)
Instant
Choose one — • Cast into the Fire deals 1 damage to each of up to two target creatures. • Exile target artifact.
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Casting of Bones
  ( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, draw three cards, then discard one of them.
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Cataclysmic Prospecting
   ( 2)
Sorcery
Cataclysmic Prospecting deals X damage to each creature. For each mana from a Desert spent to cast this spell, create a tapped Treasure token.
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Caterwauling Boggart
  ( 4)
Creature — Goblin Shaman
(2/2)
Goblins you control and Elementals you control have menace. (They can't be blocked except by two or more creatures.)
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Cathartic Parting
  ( 2)
Sorcery
The owner of target artifact or enchantment an opponent controls shuffles it into their library. You may shuffle up to four target cards from your graveyard into your library.
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Caught in the Brights
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When a Vehicle you control attacks, exile enchanted creature.
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Caught in the Crossfire
  ( 2)
Instant
Spree (Choose one or more additional costs.) + — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) + — Caught in the Crossfire deals 2 damage to each non-outlaw creature.
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Cave-In
   ( 5)
Sorcery
You may exile a red card from your hand rather than pay this spell's mana cost. Cave-In deals 2 damage to each creature and each player.
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Celestial Kirin
   ( 4)
Legendary Creature — Kirin Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's mana value.
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Celestine Cave Witch (playtest)
  ( 4)
Creature — — Human Warlock
(2/3)
When CARDNAME enters the battlefield, create two 1/1 black Insect creature tokens. Whenever CARDNAME attacks, you may sacrifice an Insect. When you do, curse defending player. (Create a black Aura Curse enchantment token that's attached to that player. It has enchant player and "At the beginning of your upkeep, you lose 1 life.")
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Celestine, the Living Saint
  ( 5)
Legendary Creature — Human Warrior
(3/4)
Flying, lifelink Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
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Cemetery Illuminator
   ( 3)
Creature — Spirit
(2/3)
Flying Whenever this creature enters or attacks, exile a card from a graveyard. You may look at the top card of your library any time. Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
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Cemetery Tampering
  ( 3)
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
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Centaur Chieftain
  ( 4)
Creature — Centaur
(3/3)
Haste Threshold — As long as seven or more cards are in your graveyard, this creature has "When this creature enters, creatures you control get +1/+1 and gain trample until end of turn."
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Centaur Vinecrasher
  ( 4)
Creature — Plant Centaur
(1/1)
Trample This creature enters with a number of +1/+1 counters on it equal to the number of land cards in all graveyards. Whenever a land card is put into a graveyard from anywhere, you may pay  . If you do, return this card from your graveyard to your hand.
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Central Elevator // Promising Stairs (Central Elevator)
  ( 4)
Enchantment — Room
When you unlock this door, search your library for a Room card that doesn't have the same name as a Room you control, reveal it, put it into your hand, then shuffle. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Cephalid Inkmage
  ( 3)
Creature — Octopus Wizard
(2/2)
When this creature enters, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Threshold — This creature can't be blocked as long as there are seven or more cards in your graveyard.
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Cephalid Inkshrouder
  ( 3)
Creature — Octopus
(2/1)
Discard a card: This creature gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.)
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Cephalid Shrine
   ( 3)
Enchantment
Whenever a player casts a spell, counter that spell unless that player pays , where X is the number of cards in all graveyards with the same name as the spell.
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