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{T}: Untap another target permanent you control. Waterbend {3}, {T}: Tap target creature an opponent controls. (While paying a waterbend cost, you can tap your artifacts and creatures to help....
'Flying When this creature enters, creatures you control get +1/+0 and gain first strike until end of turn. Plainscycling {1} ({1}, Discard this card: Search your library for a Plains...
{T}: Untap another target permanent you control. Waterbend {3}, {T}: Tap target creature an opponent controls. (While paying a waterbend cost, you can tap your artifacts and creatures to help....
Flying
When this creature enters, if you cast it, you may put a card you own from outside the game into your hand.
Flying
When this creature enters, if you cast it, you may put a card you own from outside the game into your hand.
Flying
When this creature enters, if you cast it, you may put a card you own from outside the game into your hand.
Flying
When this creature enters, if you cast it, you may put a card you own from outside the game into your hand.
'{4}, {T}: For one spell this turn, you may spend mana as though it were mana of any type to pay that spell's mana cost. (Additional costs are still paid...
'Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its...
In every cult, there will be a few individuals whose martial prowess or fanatical devotion sets them apart from other followers. Granted the best arms and armour their cult can...
'As an additional cost to cast this spell, sacrifice an artifact. Create two tapped Powerstone tokens. If the sacrificed artifact was legendary, draw a card. (The tokens are artifacts with...
The mysterious Dúnedain tirelessly protect the Free Peoples from lurking shadows and unseen dangers. In their duty to safeguard the realm, these Rangers of the North selflessly walk in harm’s...