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Artifact β Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2, has trample and haste, and is a Samurai in addition to its other types. Murasame β Equip {5}

Instant
Target creature gets +2/+1 and gains haste until end of turn. Scry 1.

Legendary Planeswalker β Samut
+1: Up to one target creature gains double strike until end of turn. β2: Samut deals 2 damage divided as you choose among one or two targets. β7: Search your library for up to two creature and/or planeswalker cards, put them onto the battlefield, then shuffle.

Legendary Planeswalker β Samut
Creatures you control have haste. β1: Target creature gets +2/+1 and gains haste until end of turn. Scry 1.

Legendary Creature β Halfling Peasant
Flash When Samwise enters, choose up to one target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand. Then the Ring tempts you.
Legendary Creature β Halfling Peasant
Flash When Samwise enters, choose up to one target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand. Then the Ring tempts you.
Legendary Creature β Halfling Peasant
Flash When Samwise enters, choose up to one target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand. Then the Ring tempts you.
Legendary Creature β Goblin Sorcerer
Vivid β At the beginning of your first main phase, reveal cards from the top of your library until you reveal X nonland cards, where X is the number of colors among permanents you control. For each of those colors, you may exile a card of that color from among the revealed cards. Then shuffle. You may cast the exiled cards this turn.

Creature β Human Cleric
Protection from black and from red When this creature enters, exile all cards that are black or red from all graveyards. If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
Creature β Human Cleric
Protection from black and from red When this creature enters, exile all cards that are black or red from all graveyards. If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.

Sorcery
Destroy target artifact or enchantment. You gain 3 life.

Artifact β Equipment
As this Equipment becomes attached to a creature, choose a color. Equipped creature gets +2/+0 and has protection from the last chosen color. Equip {3}

Enchantment
Humans you control get +1/+1. {2}, Tap two untapped Humans you control: Tap target creature an opponent controls.

Legendary Enchantment β Shrine
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.

Land
{T}: Add {C}. {2}, {T}: Return target commander you own from the battlefield to your hand. Activate only during your turn.

Legendary Enchantment β Shrine
At the beginning of your first main phase, each opponent loses X life and you gain X life, where X is the number of Shrines you control.

Creature β Vampire Knight
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.

Enchantment Creature β Dryad
{T}: Add X mana of any one color, where X is the number of enchantments you control.

Creature β Goblin Soldier
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, it endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)

Creature β Lizard
Flash When this creature enters, if an opponent cast a blue and/or black spell this turn, look at the top four cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Land
This land enters tapped. {T}: Add {W}, {B}, or {G}.

Artifact Creature β Sphinx
Flying When this creature enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.

Creature β Human Soldier Warrior
First strike (This creature deals combat damage before creatures without first strike.) {R}: This creature gets +1/+0 until end of turn.

Land β Desert
{T}: Add {C}. {3}, {T}: Target creature can't block this turn. Activate only as a sorcery.

Creature β Worm
Haste When this creature enters, destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.

Creature β Astartes Cleric
Lifelink Blood Chalice β Whenever another creature you control dies, this creature deals 1 damage to any target.

Enchantment
Whenever you gain life, target opponent loses that much life.

Instant
You gain twice X life. Put Sanguine Sacrament on the bottom of its owner's library.
Creature β Vampire Rogue
Menace, lifelink {1}, Sacrifice another creature: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) At the beginning of your end step, if there are five or more mana values among cards in your graveyard, you may pay 2 life. If you do, draw a card.

Artifact
When this artifact enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Whenever you sacrifice a Blood token, you may have this artifact become a 3/3 Vampire artifact creature with haste until end of turn.

Creature β Vampire Warlock
Whenever this creature attacks, each opponent loses 1 life and you gain 1 life.

Creature β Skeleton
{2}{B}: Return this card from your graveyard to your hand.

Creature β Minotaur Barbarian
As long as it's your turn and you control four or more Mountains, this creature gets +X/+0, where X is the number of Mountains you control.

Legendary Creature β Human Shaman
Dragon spells you cast cost {1} less to cast. Whenever a Dragon you control enters, you may have Sarkhan become a copy of it until end of turn, except its name is Sarkhan, Soul Aflame and it's legendary in addition to its other types.

Instant
Choose one β β’ Target creature gets +3/+3 until end of turn. β’ Destroy target creature with flying.

Enchantment
Whenever you cast a creature spell with power 4, 5, or 6, this enchantment deals 4 damage to any target. Whenever you cast a creature spell with power 7 or greater, this enchantment deals 4 damage to each opponent and each creature and planeswalker they control.

Legendary Planeswalker β Sarkhan
Whenever a creature attacks you or a planeswalker you control, each Dragon you control deals 1 damage to that creature. +1: Until end of turn, each planeswalker you control becomes a 4/4 red Dragon creature and gains flying. β3: Create a 4/4 red Dragon creature token with flying.

Legendary Planeswalker β Sarkhan
+1: Draw a card, then add one mana of any color. β2: Create a 4/4 red Dragon creature token with flying. β8: Search your library for any number of Dragon creature cards, put them onto the battlefield, then shuffle.

Artifact Creature β Goblin
Haste {3}{R}, Sacrifice this creature: It deals 4 damage to target creature.

Legendary Creature β Wolf
Whenever a permanent an opponent controls is put into a graveyard from the battlefield, put a +1/+1 counter on Sarulf. At the beginning of your upkeep, if Sarulf has one or more +1/+1 counters on it, you may remove all of them. If you do, exile each other nonland permanent with mana value less than or equal to the number of counters removed this way.

Creature β Wolf
When this creature enters, draw a card. Foretell {1}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Legendary Creature β Avatar Wizard
Ward {2} Whenever you cast your second spell each turn, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)

Legendary Creature β Human Warlock
Other tapped creatures you control have deathtouch. Other untapped creatures you control have hexproof. {1}, {T}: Untap another target creature or land you control.

Legendary Creature β Human Ninja Rogue
Menace Whenever Satoru and/or one or more other nontoken creatures you control enter, if none of them were cast or no mana was spent to cast them, draw a card.
Legendary Creature β Human Ninja
Whenever you activate a ninjutsu ability, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. This ability triggers only once each turn. Each creature card in your hand has ninjutsu {2}{U}{B}.

Enchantment Creature β Satyr
Whenever an instant or sorcery spell you control deals damage to an opponent, this creature deals that much damage to target creature that player controls.

Creature β Satyr
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.

Legendary Creature β Avatar Horror
WardβSacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards.
Legendary Creature β Avatar Horror
WardβSacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards.

Legendary Creature β Avatar Horror
When Sauron enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains haste until end of turn. {1}{B}{R}: Creatures you control get +2/+0 until end of turn. Each opponent loses 2 life.

Creature β Dinosaur
Trample Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Instant
This spell can't be countered. The next creature spell you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters with an additional +1/+1 counter on it.

Sorcery
Target creature you control gets +2/+2 until end of turn if its power is 2. Then it fights target creature you don't control. (Each deals damage equal to its power to the other.)

Creature β Dragon
Flying Whenever this creature attacks, add {R}{R}{R}{G}{G}{G}. Until end of turn, you don't lose this mana as steps and phases end.

Creature β Elemental Cat
Whenever you cycle a card, you may pay {2}. When you do, this creature deals 2 damage to target creature and you gain 2 life.

Land β Mountain Plains Swamp
({T}: Add {R}, {W}, or {B}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Creature β Cat

Legendary Creature β Demon Wizard
Trample At the beginning of combat on your turn, put a +1/+1 counter on Savanti Romero. Then you draw X cards and lose X life, where X is the number of counters on Savanti Romero.