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Creature — Human Wizard
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) {1}{B}, Sacrifice another creature: Put two +1/+1 counters on this creature. When this creature dies, create an X/X black Horror creature token, where X is this creature's power.

Creature — Phyrexian Horror
Whenever this creature deals damage to a creature or opponent, this creature deals that much damage to you.

Creature — Horror
Transfigure {1}{B}{B} ({1}{B}{B}, Sacrifice this creature: Search your library for a creature card with the same mana value as this creature, put that card onto the battlefield, then shuffle. Transfigure only as a sorcery.)

Enchantment — Aura
Enchant creature {2}{W}{W}: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.

Enchantment — Aura
Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura. {W}: Return this Aura to its owner's hand.

Instant
As an additional cost to cast this spell, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to any target.

Creature — Faerie Rogue
Flying This creature enters with a -1/-1 counter on it. {2}{U}, Remove a counter from this creature: Whenever a creature you control deals combat damage to a player or planeswalker this turn, draw a card.
Creature — Faerie Rogue
Flying This creature enters with a -1/-1 counter on it. {2}{U}, Remove a counter from this creature: Whenever a creature you control deals combat damage to a player or planeswalker this turn, draw a card.

Creature — Shapeshifter
Changeling (This card is every creature type.) Flash Flying When this creature enters, return up to one other target creature you control to its owner's hand.

Enchantment
{U}{U}: Tap target creature without flying.

Land
{T}: Add {C}. {G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}.

Land
{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
{T}: Add {W}. {T}: Add {U}. Activate only if you control a Plains or an Island.

Creature — Treefolk
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Flora Colossus's power and toughness are each equal to the number of lands you control.

Legendary Creature — Vampire Noble
First strike At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
Legendary Creature — Vampire Noble
First strike At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.

Creature — Fox
Whenever you cycle another card, put a +1/+1 counter on this creature. Cycling {1} ({1}, Discard this card: Draw a card.)

Sorcery // Sorcery

Creature — Mouse Soldier
Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, Mice you control get +1/+0 until end of turn.

Sorcery
Draw a card for each Island you control.

Instant
Draw a card for each Island you control, then discard two cards.

Sorcery
Buyback—Pay 3 life, Discard a card at random. (You may pay 3 life and discard a card at random in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Destroy target land.

Artifact
Cycling abilities you activate cost {2} less to activate.

Instant
Create X 1/1 white Bird Soldier creature tokens with flying, where X is the number of attacking creatures.

Instant
Counter target instant or sorcery spell unless its controller pays {1}. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Sorcery
Each player discards any number of cards, then draws that many cards. Draw a card.

Creature — Human Wizard
Whenever you cast a noncreature spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Instant
Untap all creatures you control. They gain flying and double strike until end of turn.

Creature — Plant Mutant
Whenever a land enters during your turn, put a +1/+1 counter on this creature.

Creature — Dragon
Flying When this creature enters, you may have it fight target creature you don't control. Whenever a creature you control fights, put two +1/+1 counters on it at the beginning of the next end step.

Instant
Prevent all combat damage that would be dealt this turn.

Creature — Wall
Defender (This creature can't attack.) Flying Prevent all combat damage that would be dealt to and dealt by this creature.

Creature — Human Plant Ally
This creature can't be blocked by creatures with power 2 or less. Waterbend {5}: Put a +1/+1 counter on this creature. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)

Sorcery
As an additional cost to cast this spell, waterbend {X}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) Exile X target creature cards from graveyards. For each creature card exiled this way, create a token that's a copy of it. At the beginning of your next end step, sacrifice those tokens.

Enchantment — Aura
Enchant creature Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.)

Instant
You may discard an Island card and another card rather than pay this spell's mana cost. Counter target spell.
Legendary Enchantment — Background
Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn."

Artifact
At the beginning of each player's draw step, that player draws two additional cards.
Enchantment
Exile a creature you control: Add X mana of any one color, where X is 1 plus the exiled creature's mana value. Spend this mana only to cast creature spells.

Enchantment
Artifacts you control have "{2}, Sacrifice this artifact: It deals damage to any target equal to 1 plus the number of permanents named Food Fight you control."

Artifact — Equipment
When this Equipment enters, create a 1/1 black Ninja creature token, then attach this Equipment to it. Equipped creature has flying. Whenever equipped creature deals combat damage to a player, you may sacrifice it. If you do, draw cards equal to its power. Equip {2}

Creature — Human Ninja
Whenever this creature attacks, another target creature you control gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Enchantment — Aura
Enchant land Enchanted land has "{T}: Target creature gains trample and haste until end of turn." Cycling {1} ({1}, Discard this card: Draw a card.)

Creature — Devil
When this creature dies, it deals 1 damage to any target.
Creature — Human Ninja
Sneak {3}{W/B} (You may cast this spell for {3}{W/B} if you also return an unblocked attacker you control to hand during the declare blockers step. It enters tapped and attacking.) When this creature enters, you gain 3 life.

Sorcery — Arcane
Return target creature card from your graveyard to the battlefield. Sacrifice that creature at the beginning of the next end step.

Artifact Creature — Scarecrow
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {1}: Add one mana of any color. This creature becomes that color until end of turn. Activate only once each turn.
Sorcery
Amass Orcs 2. When you do, Foray of Orcs deals X damage to target creature an opponent controls, where X is the amassed Army's power. (To 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.)

Instant
Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Counter target spell.

Sorcery
Create a 1/1 red Dinosaur creature token with haste and a 1/1 white Human Soldier creature token.
Land
{T}: Add one mana of any color. Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.

Land
This land enters tapped. {T}: Add {W}. {1}{W}: This land becomes a 1/5 white Soldier creature until end of turn. It's still a land.

Instant
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost. Destroy all creatures that entered this turn.

Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.

Instant
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost. Counter target spell.
Instant
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost. Counter target spell.

Artifact — Equipment
Equipped creature gets +3/+0 and has vigilance and trample. Whenever equipped creature dies, attach this Equipment to target creature you control. Equip {3}