121 – 140 of 143 cards where the set is “jud”

Swirling Sandstorm (Judgment #102)

Swirling Sandstorm {3}{R}

Sorcery

Threshold — Swirling Sandstorm deals 5 damage to each creature without flying if seven or more cards are in your graveyard.

As dust swept out, vultures swept in.

Illustrated by Tony Szczudlo

Standard
Alchemy
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Modern
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Sylvan Safekeeper (Judgment #133)

Sylvan Safekeeper {G}

Creature — Human Wizard

Sacrifice a land: Target creature you control gains shroud until end of turn. (It can’t be the target of spells or abilities.)

“How could someone so small cause so much trouble?”
—Nomad sentry

1/1

Illustrated by Pete Venters

Standard
Alchemy
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Telekinetic Bonds (Judgment #52)

Telekinetic Bonds {2}{U}{U}{U}

Enchantment

Whenever a player discards a card, you may pay {1}{U}. If you do, you may tap or untap target permanent.

“Nature’s been fired. The oceans are under new management.”
—Ambassador Laquatus

Illustrated by Jim Nelson

Standard
Alchemy
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Test of Endurance (Judgment #29)

Test of Endurance {2}{W}{W}

Enchantment

At the beginning of your upkeep, if you have 50 or more life, you win the game.

“If we have learned nothing else, we have learned to survive.”
—Mystic elder

Illustrated by Mike Ploog

Standard
Alchemy
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Thriss, Nantuko Primus (Judgment #134)

Thriss, Nantuko Primus {5}{G}{G}

Legendary Creature — Insect Druid

{G}, {T}: Target creature gets +5/+5 until end of turn.

“When you live for others, you live for yourself.”

5/5

Illustrated by John Avon

Standard
Alchemy
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Toxic Stench (Judgment #74)

Toxic Stench {1}{B}

Instant

Target nonblack creature gets -1/-1 until end of turn.

Threshold — If seven or more cards are in your graveyard, instead destroy that creature. It can’t be regenerated.

Illustrated by Bradley Williams

Standard
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Modern
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Trained Pronghorn (Judgment #30)

Trained Pronghorn {1}{W}

Creature — Antelope

Discard a card: Prevent all damage that would be dealt to Trained Pronghorn this turn.

“The desert asked the Ancestor for children, and the antelope were born.”
—Nomad myth

1/1

Illustrated by John Matson

Standard
Alchemy
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Treacherous Vampire (Judgment #75)

Treacherous Vampire {4}{B}

Creature — Vampire

Flying

Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you exile a card from your graveyard.

Threshold — As long as seven or more cards are in your graveyard, Treacherous Vampire gets +2/+2 and has “When Treacherous Vampire dies, you lose 6 life.”

4/4

Illustrated by Kev Walker

Standard
Alchemy
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Treacherous Werewolf (Judgment #76)

Treacherous Werewolf {2}{B}

Creature — Werewolf Minion

Threshold — As long as seven or more cards are in your graveyard, Treacherous Werewolf gets +2/+2 and has “When Treacherous Werewolf dies, you lose 4 life.”

2/2

Illustrated by Mark Tedin

Standard
Alchemy
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Modern
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Tunneler Wurm (Judgment #135)

Tunneler Wurm {6}{G}{G}

Creature — Wurm

Discard a card: Regenerate Tunneler Wurm.

If an anurid’s lucky, it’ll find a warm tunnel for bedtime. If a wurm’s lucky, it’ll find a warm anurid for breakfast.

6/6

Illustrated by Jeff Easley

Standard
Alchemy
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Modern
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Unquestioned Authority (Judgment #31)

Unquestioned Authority {2}{W}

Enchantment — Aura

Enchant creature

When Unquestioned Authority enters the battlefield, draw a card.

Enchanted creature has protection from creatures.

“Only the Ancestor should be revered.”
—Mystic heretic

Illustrated by Alex Horley-Orlandelli

Standard
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Valor (Judgment #32)

Valor {3}{W}

Creature — Incarnation

First strike

As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike.

“The cracks widened, the shell crumbled, and Valor spread throughout the land.”
Scroll of Beginnings

2/2

Illustrated by Kev Walker

Standard
Alchemy
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Modern
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Venomous Vines (Judgment #136)

Venomous Vines {2}{G}{G}

Sorcery

Destroy target enchanted permanent.

“True strength comes from within. The false promise of unnatural power only incurs Krosa’s wrath.”
—Seton, centaur druid

Illustrated by Ron Spencer

Standard
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Modern
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Vigilant Sentry (Judgment #33)

Vigilant Sentry {1}{W}{W}

Creature — Human Nomad

Threshold — As long as seven or more cards are in your graveyard, Vigilant Sentry gets +1/+1 and has “{T}: Target attacking or blocking creature gets +3/+3 until end of turn.”

2/2

Illustrated by Eric Peterson

Standard
Alchemy
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Modern
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Web of Inertia (Judgment #53)

Web of Inertia {2}{U}

Enchantment

At the beginning of combat on each opponent’s turn, that player may exile a card from their graveyard. If the player doesn’t, creatures they control can’t attack you this turn.

Cephalids specialize in lose-lose situations.

Illustrated by Don Hazeltine

Standard
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Wonder (Judgment #54)

Wonder {3}{U}

Creature — Incarnation

Flying

As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.

“The awestruck birds gazed at Wonder. Slowly, timidly, they rose into the air.”
Scroll of Beginnings

2/2

Illustrated by Rebecca Guay

Standard
Alchemy
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Worldgorger Dragon (Judgment #103)

Worldgorger Dragon {3}{R}{R}{R}

Creature — Nightmare Dragon

Flying, trample

When Worldgorger Dragon enters the battlefield, exile all other permanents you control.

When Worldgorger Dragon leaves the battlefield, return the exiled cards to the battlefield under their owners’ control.

7/7

Illustrated by Wayne England

Standard
Alchemy
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Modern
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Wormfang Behemoth (Judgment #55)

Wormfang Behemoth {3}{U}{U}

Creature — Nightmare Fish Beast

When Wormfang Behemoth enters the battlefield, exile all cards from your hand.

When Wormfang Behemoth leaves the battlefield, return the exiled cards to their owner’s hand.

5/5

Illustrated by Heather Hudson

Standard
Alchemy
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Modern
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Wormfang Crab (Judgment #56)

Wormfang Crab {3}{U}

Creature — Nightmare Crab

Wormfang Crab can’t be blocked.

When Wormfang Crab enters the battlefield, an opponent chooses a permanent you control other than Wormfang Crab and exiles it.

When Wormfang Crab leaves the battlefield, return the exiled card to the battlefield under its owner’s control.

3/6

Illustrated by Glen Angus

Standard
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Wormfang Drake (Judgment #57)

Wormfang Drake {2}{U}

Creature — Nightmare Drake

Flying

When Wormfang Drake enters the battlefield, sacrifice it unless you exile a creature you control other than Wormfang Drake.

When Wormfang Drake leaves the battlefield, return the exiled card to the battlefield under its owner’s control.

3/4

Illustrated by Thomas M. Baxa

Standard
Alchemy
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Modern
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Penny