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Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
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Vigilance
, : Copy target activated or triggered ability you control from a colorless source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
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Vigilance
, : Copy target activated or triggered ability you control from a colorless source. You may choose new targets for the copy.
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If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
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Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.
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Deathtouch
When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.
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Return six target nonland permanents to their owners’ hands.
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Outlast
( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)Each creature you control with a +1/+1 counter on it has first strike.
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+1: Until end of turn, up to one target creature gets +1/+1 and gains first strike, vigilance, and lifelink.
−2: Put a +1/+1 counter on each creature you control and a loyalty counter on each other planeswalker you control.
−7: You get an emblem with “If a source would deal damage to you or a planeswalker you control, prevent all but 1 of that damage.”
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Whenever you attack a player with one or more equipped creatures, draw a card.
: You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
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When Alharu, Solemn Ritualist enters the battlefield, put a +1/+1 counter on each of up to two other target creatures.
Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Spirit creature token with flying.
Partner (You can have two commanders if both have partner.)
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Each player sacrifices all permanents they control that are one or more colors.
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Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
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Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
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Flash
If an opponent would draw two or more cards, instead you and that player each draw a card.
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Flash
If an opponent would draw two or more cards, instead you and that player each draw a card.
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Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
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Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
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Whenever another nontoken creature enters the battlefield under your control, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Anax’s power is equal to your devotion to red. (Each
in the mana costs of permanents you control counts toward your devotion to red.)Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with “This creature can’t block.” If the creature had power 4 or greater, create two of those tokens instead.
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When Ancestral Blade enters the battlefield, create a 1/1 white Soldier creature token, then attach Ancestral Blade to it.
Equipped creature gets +1/+1.
Equip
( : Attach to target creature you control. Equip only as a sorcery.)Legal InNoneAvg Price $0.00 -
Flash
This spell costs
less to cast for each attacking creature.Trample
When Ancient Stone Idol dies, create a 6/12 colorless Construct artifact creature token with trample.
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Flying
Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.
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Flying
Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.
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Menace
Other enchantment creatures you control have menace.
Whenever Anikthea enters the battlefield or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature token in addition to its other types.
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Menace
Other enchantment creatures you control have menace.
Whenever Anikthea enters the battlefield or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature token in addition to its other types.
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Menace
Other enchantment creatures you control have menace.
Whenever Anikthea enters the battlefield or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature token in addition to its other types.
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Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
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Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
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Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
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Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
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Reach
Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
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: Add .
, : Until end of turn, creatures your opponents control lose hexproof and shroud and can’t have hexproof or shroud.
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: Add one mana of any color in your commander’s color identity.
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: Add one mana of any color in your commander’s color identity.
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Ascend (If you control ten or more permanents, you get the city’s blessing for the rest of the game.)
: Add .
, : Draw a card. Activate only if you have the city’s blessing.
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Flying
Your opponents can’t gain life.
At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
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Flying
Your opponents can’t gain life.
At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
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Flying, lifelink
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment enters the battlefield under your control, create a 2/2 white Pegasus creature token with flying.
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When Armorcraft Judge enters the battlefield, draw a card for each creature you control with a +1/+1 counter on it.
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When you cast this spell, you may return target creature card from your graveyard to the battlefield.
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.)
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Vigilance
, : Create a 2/2 white Knight creature token with vigilance.
, , Tap X untapped Knights you control: Destroy target creature with power X or less.
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: Add .
Basic landcycling
( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)Legal InNoneAvg Price $0.00 -
: Put a +1/+1 counter on Ashling the Pilgrim. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling the Pilgrim, and it deals that much damage to each creature and each player.
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: Put a +1/+1 counter on Ashling the Pilgrim. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling the Pilgrim, and it deals that much damage to each creature and each player.
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Equipped creature gets +2/+2, has haste, can’t attack you or planeswalkers you control, and can’t be sacrificed.
At the beginning of each opponent’s upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
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You may play two additional lands on each of your turns.
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Flying, vigilance, indestructible
Other permanents you control have indestructible.
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Flying, vigilance, indestructible
Other permanents you control have indestructible.
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All creatures have double strike and attack each combat if able.
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All creatures have double strike and attack each combat if able.
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Tap an untapped Wizard you control: Draw a card.
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Tap an untapped Wizard you control: Draw a card.
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Tap an untapped Wizard you control: Draw a card.
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You may play two additional lands on each of your turns.
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You may play two additional lands on each of your turns.
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Vigilance
Creatures can’t attack you or planeswalkers you control unless their controller pays
for each of those creatures.Legal InNoneAvg Price $0.00 -
First strike
Balan, Wandering Knight has double strike as long as two or more Equipment are attached to it.
: Attach all Equipment you control to Balan.
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First strike
Balan, Wandering Knight has double strike as long as two or more Equipment are attached to it.
: Attach all Equipment you control to Balan.
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Flying
Whenever Balefire Dragon deals combat damage to a player, it deals that much damage to each creature that player controls.
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Flying
Whenever Balefire Dragon deals combat damage to a player, it deals that much damage to each creature that player controls.
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Flying
Whenever Balefire Dragon deals combat damage to a player, it deals that much damage to each creature that player controls.
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Whenever Bane of Bala Ged attacks, defending player exiles two permanents they control.
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When Bastion of Remembrance enters the battlefield, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
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(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — For each player, exile up to one target non-Saga, nonland permanent that player controls until Battle at the Helvault leaves the battlefield.
III — Create Avacyn, a legendary 8/8 white Angel creature token with flying, vigilance, and indestructible.
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(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Warrior creature token.
II — Create a 1/1 green Elf Warrior creature token.
III — Choose any number of artifact tokens and/or creature tokens you control with different names. For each of them, create a token that’s a copy of it.
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Create two 1/1 white Bird creature tokens with flying.
Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Beanstalk Giant’s power and toughness are each equal to the number of lands you control.
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Fertile Footsteps
Sorcery — Adventure
Search your library for a basic land card, put it onto the battlefield, then shuffle. (Then exile this card. You may cast the creature later from exile.)
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(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.
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This spell costs
less to cast for each creature on the battlefield.Blasphemous Act deals 13 damage to each creature.
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Blast Zone enters the battlefield with a charge counter on it.
: Add .
, : Put X charge counters on Blast Zone.
, , Sacrifice Blast Zone: Destroy each nonland permanent with mana value equal to the number of charge counters on Blast Zone.
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Whenever you sacrifice a permanent, put a +1/+1 counter on Blood Aspirant.
, , Sacrifice a creature or enchantment: Blood Aspirant deals 1 damage to target creature. That creature can’t block this turn.
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At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
Whenever a card is put into an opponent’s graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
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At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
Whenever a card is put into an opponent’s graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
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At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension.
Whenever a card is put into an opponent’s graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
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Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)
Each other creature you control enters the battlefield with an additional X +1/+1 counters on it, where X is the number of +1/+1 counters on Bloodspore Thrinax.
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Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)
Each other creature you control enters the battlefield with an additional X +1/+1 counters on it, where X is the number of +1/+1 counters on Bloodspore Thrinax.
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You may have Body Double enter the battlefield as a copy of any creature card in a graveyard.
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: Add .
, : Draw a card. Activate only if you control a creature with power 4 or greater.
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: Add one mana of any color.
, : Each player who controls a permanent named Bonder’s Ornament draws a card.
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Sliver creatures you control have double strike.
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: Flip a coin. If you win the flip, destroy all nonland permanents.
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: Flip a coin. If you win the flip, destroy all nonland permanents.
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Constellation — Whenever Boon of the Spirit Realm or another enchantment enters the battlefield under your control, put a blessing counter on Boon of the Spirit Realm.
Creatures you control get +1/+1 for each blessing counter on Boon of the Spirit Realm.
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Constellation — Whenever Boon of the Spirit Realm or another enchantment enters the battlefield under your control, put a blessing counter on Boon of the Spirit Realm.
Creatures you control get +1/+1 for each blessing counter on Boon of the Spirit Realm.
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At the beginning of each player’s upkeep, that player may put an artifact, creature, or land card from their hand onto the battlefield.
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At the beginning of each player’s upkeep, that player may put an artifact, creature, or land card from their hand onto the battlefield.
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When you cast this spell, copy it. (The copy becomes a token.)
Equipped creature has double strike as long as two or more Equipment are attached to it.
Equip
( : Attach to target creature you control. Equip only as a sorcery.)Legal InNoneAvg Price $0.00 -
Search target opponent’s library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
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Search target opponent’s library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
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When Brinelin, the Moon Kraken enters the battlefield or whenever you cast a spell with mana value 6 or greater, you may return target nonland permanent to its owner’s hand.
Partner (You can have two commanders if both have partner.)
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Destroy target artifact, enchantment, or creature with flying.
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Whenever a Sliver deals combat damage to a player, its controller may create a 1/1 colorless Sliver creature token.
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, Sacrifice Burnished Hart: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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