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+2 Mace (Adventures in the Forgotten Realms #1)

+2 Mace {1}{W}

Artifact — Equipment

Equipped creature gets +2/+2.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

The weight of this magic weapon falls heavy on the wicked.

Illustrated by Jarel Threat

Standard
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A-Acererak the Archlich (Adventures in the Forgotten Realms #A-87)

A-Acererak the Archlich {2}{B}

Legendary Creature — Zombie Wizard

When Acererak the Archlich enters, if you haven’t completed Tomb of Annihilation, return Acererak the Archlich to its owner’s hand and venture into the dungeon.

Whenever Acererak the Archlich attacks, create a number of 2/2 black Zombie creature tokens equal to the number of opponents you have.

5/5

Illustrated by Andrey Kuzinskiy

Standard
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A-Akki Ronin (Kamigawa: Neon Dynasty #A-131)

A-Akki Ronin {R}

Creature — Goblin Samurai

Whenever a Samurai or Warrior you control attacks alone, you may put a card from your hand on the bottom of your library. If you do, draw a card.

1/2

Illustrated by Olivier Bernard

Standard
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A-Alrund, God of the Cosmos // A-Hakka, Whispering Raven (Kaldheim #A-40)
A-Alrund, God of the Cosmos // A-Hakka, Whispering Raven (Kaldheim #A-40)

A-Alrund, God of the Cosmos {3}{U}{U}

Legendary Creature — God

Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile.

At the beginning of your end step, choose a card type, then reveal the top three cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.

1/1

A-Hakka, Whispering Raven {1}{U}

Legendary Creature — Bird

Flying

Whenever Hakka, Whispering Raven deals combat damage to a player, return it to its owner’s hand, then scry 2.

3/3

Illustrated by Kieran Yanner

Standard
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A-Alrund's Epiphany (Kaldheim #A-41)

A-Alrund's Epiphany {5}{U}{U}

Sorcery

Take an extra turn after this one. If this spell was foretold, create two 1/1 blue Bird creature tokens with flying. Exile Alrund’s Epiphany.

Foretell {5}{U}{U}

Watermark: Foretell

Illustrated by Kieran Yanner

Standard
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A-Ancestral Katana (Kamigawa: Neon Dynasty #A-1)

A-Ancestral Katana {1}{W}

Artifact — Equipment

Whenever a Samurai or Warrior you control attacks alone, you may pay {1}. When you do, attach Ancestral Katana to it.

Equipped creature gets +2/+2 and has “This creature has first strike as long as it’s attacking.”

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Illustrated by Daniel Ljunggren

Standard
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A-Ardent Dustspeaker (Strixhaven: School of Mages #A-92)

A-Ardent Dustspeaker {2}{R}

Creature — Minotaur Shaman

Whenever Ardent Dustspeaker attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.

3/2

Illustrated by Mads Ahm

Standard
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A-Armory Veteran (Adventures in the Forgotten Realms #A-130)

A-Armory Veteran {1}{R}

Creature — Orc Warrior

Ward—Pay 2 life.

As long as Armory Veteran is equipped, it has menace. (It can’t be blocked except by two or more creatures.)

2/2

Illustrated by Caio Monteiro

Standard
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A-Asari Captain (Kamigawa: Neon Dynasty #A-215)

A-Asari Captain {1}{R}{W}

Creature — Human Samurai

Trample, haste

Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.

2/1

Illustrated by Donato Giancola

Standard
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A-Baleful Beholder (Alchemy Horizons: Baldur's Gate #A-143)

A-Baleful Beholder {4}{B}{B}

Creature — Beholder

When Baleful Beholder enters, choose one —

Antimagic Cone — Each opponent sacrifices an enchantment.

Fear Ray — Creatures you control gain menace until end of turn. (A creature with menace can’t be blocked except by two or more creatures.)

7/5

Illustrated by Lars Grant-West

Standard
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Abandoned Campground (Duskmourn: House of Horror #255)

Abandoned Campground

Land

Abandoned Campground enters tapped unless a player has 13 or less life.

{T}: Add {W} or {U}.

They say every inhabitant vanished in a single night, leaving their belongings untouched but curiously covered in moths.

Illustrated by Cristi Balanescu

Standard
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Abandoned Sarcophagus (Amonkhet Remastered #268)

Abandoned Sarcophagus {3}

Artifact

You may cast spells that have a cycling ability from your graveyard.

If a card that has a cycling ability would be put into your graveyard from anywhere and it wasn’t cycled, exile it instead.

Illustrated by Daarken

Standard
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Abandon Reason (Foundations Jumpstart #513)

Abandon Reason {2}{R}

Instant

Up to two target creatures each get +1/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.)

Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

Illustrated by Josh Hass

Standard
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Abandon the Post (Innistrad: Midnight Hunt #127)

Abandon the Post {1}{R}

Sorcery

Up to two target creatures can’t block this turn.

Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

You don’t have to outrun the werewolf; you only have to outrun your fellow guard.

Illustrated by Zoltan Boros

Standard
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A-Base Camp (Zendikar Rising #A-257)

A-Base Camp

Land

{T}: Add {C}.

{T}: Add one mana of any color. Spend this mana only to cast a Cleric, Rogue, Warrior, or Wizard spell or to activate an ability of a Cleric, Rogue, Warrior, or Wizard.

Illustrated by Jokubas Uogintas

Standard
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Abbot of Keral Keep (Explorer Anthology 3 #2)

Abbot of Keral Keep {1}{R}

Creature — Human Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

When Abbot of Keral Keep enters, exile the top card of your library. Until end of turn, you may play that card.

2/1

Illustrated by Deruchenko Alexander

Standard
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Aberrant Mind Sorcerer (Adventures in the Forgotten Realms #44)

Aberrant Mind Sorcerer {4}{U}

Creature — Human Elf Shaman

Psionic Spells — When Aberrant Mind Sorcerer enters, choose target instant or sorcery card in your graveyard, then roll a d20.

1—9 | You may put that card on top of your library.

10—20 | Return that card to your hand.

3/4

Illustrated by Lius Lasahido

Standard
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Abhorrent Oculus (Duskmourn: House of Horror #42)

Abhorrent Oculus {2}{U}

Creature — Eye

As an additional cost to cast this spell, exile six cards from your graveyard.

Flying

At the beginning of each opponent’s upkeep, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it’s a creature card.)

5/5

Illustrated by Bryan Sola

Standard
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Abiding Grace (Jumpstart: Historic Horizons #32)

Abiding Grace {2}{W}

Enchantment

At the beginning of your end step, choose one —

• You gain 1 life.

• Return target creature card with mana value 1 from your graveyard to the battlefield.

Illustrated by Ravenna Tran

Standard
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A-Binding Geist // A-Spectral Binding (Innistrad: Crimson Vow #A-48)
A-Binding Geist // A-Spectral Binding (Innistrad: Crimson Vow #A-48)

A-Binding Geist {1}{U}

Creature — Spirit

Whenever Binding Geist attacks, target creature an opponent controls gets -2/-0 until your next turn.

Disturb {U} (You may cast this card from your graveyard transformed for its disturb cost.)

2/1

A-Spectral Binding

Color Indicator: Blue Enchantment — Aura

Enchant creature

Enchanted creature gets -2/-0.

If Spectral Binding would be put into a graveyard from anywhere, exile it instead.

Illustrated by Campbell White

Standard
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