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Reach, trample
Whenever Aang and La attack, put a +1/+1 counter on each tapped creature you control.
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Reach, trample
Whenever Aang and La attack, put a +1/+1 counter on each tapped creature you control.
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Reach, trample
Whenever Aang and La attack, put a +1/+1 counter on each tapped creature you control.
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Flying
When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep.
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Flying
When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep.
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Flying
When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep.
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Flying
Land creatures you control have vigilance.
At the beginning of combat on your turn, earthbend 2. (Target land you control becomes a 0/0 creature with haste that’s still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
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Flying
Land creatures you control have vigilance.
At the beginning of combat on your turn, earthbend 2.
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Flying
Land creatures you control have vigilance.
At the beginning of combat on your turn, earthbend 2.
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Flying
Spells you cast cost less to cast.
At the beginning of each upkeep, you may transform Aang, Master of Elements. If you do, you gain 4 life, draw four cards, put four +1/+1 counters on him, and he deals 4 damage to each opponent.
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Flying
Spells you cast cost less to cast.
At the beginning of each upkeep, you may transform Aang, Master of Elements. If you do, you gain 4 life, draw four cards, put four +1/+1 counters on him, and he deals 4 damage to each opponent.
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Flying
Spells you cast cost less to cast.
At the beginning of each upkeep, you may transform Aang, Master of Elements. If you do, you gain 4 life, draw four cards, put four +1/+1 counters on him, and he deals 4 damage to each opponent.
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Flash
Flying
When Aang enters, airbend up to one other target creature or spell. (Exile it. While it’s exiled, its owner may cast it for rather than its mana cost.)
Waterbend : Transform Aang.
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Flash
Flying
When Aang enters, airbend up to one other target creature or spell.
Waterbend : Transform Aang.
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Flash
Flying
When Aang enters, airbend up to one other target creature or spell.
Waterbend : Transform Aang.
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Flash
Flying
When Aang enters, airbend up to one other target creature or spell.
Waterbend : Transform Aang.
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Flying
When Aang enters, airbend up to one other target nonland permanent. (Exile it. While it’s exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a Lesson spell, Aang gains lifelink until end of turn.
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Flash
When this enchantment enters, exile up to one target nonland permanent until this enchantment leaves the battlefield.
Waterbend : Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for )
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Flash
When this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield.
Waterbend : Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
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Kicker 2(You may pay and additional as you cast this spell.)
Search your library for a basic land card. If this spell was kicked, instead search your library for a basic land card and a Shrine card. Reveal those cards, put them into your hand, then shuffle.
You gain 2 life.
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You may discard a card. If you do, draw two cards.
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This land enters tapped unless you control a basic land.
: Add .
, : Put a +1/+1 counter on each creature you control.
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This land enters tapped unless you control a basic land.
: Add .
, : Put a +1/+1 counter on each creature you control.
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Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. Put each of those cards into your hand instead if there are three or more Lesson cards in your graveyard.
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When this enchantment enters, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
Creatures you control with flying get +1/+1.
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When this enchantment enters, airbend up to one target creature.
Whenever a creature you control enters, put a quest counter on this enchantment.
At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner’s control.
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When this enchantment enters, airbend up to one target creature.
Whenever a creature you control enters, put a quest counter on this enchantment.
At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner’s control.
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Choose one —
• Destroy target attacking creature.
• Airbend target creature you control. (Exile it. While it’s exiled, its owner may cast it for rather than its mana cost.)
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Airbend target nonland permanent. (Exile it. While it’s exiled, its owner may cast it for rather than its mana cost.)
Draw a card.
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Affinity for Allies (This spell costs less to cast for each Ally you control.)
Up to two target creatures you control each deal damage equal to their power to target creature an opponent controls.
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Flying
Whenever Appa enters or attacks, choose one —
• Target creature you control gains flying until end of turn.
• Airbend another target nonland permanent you control. (Exile it. While it’s exiled, its owner may cast it for rather than its mana cost).
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Flash
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than the mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
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Flash
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
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Flying, firebending 2
Whenever you waterbend, earthbend, firebend, or airbend, draw a card. Then if you’ve done all four this turn, transform Avatar Aang.
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Flying, firebending 2
Whenever you waterbend, earthbend, firebend, or airbend, draw a card. Then if you’ve done all four this turn, transform Avatar Aang.
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Flying, firebending 2
Whenever you waterbend, earthbend, firebend, or airbend, draw a card. Then if you’ve done all four this turn, transform Avatar Aang.
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Enchant creature you control
Enchanted creature gets +1/+1 for each creature card in your graveyard and is an Avatar in addition to its other types.
When enchanted creature dies, mill cards equal to its power. Return this card to its owner’s hand and up to one creature card milled this way to the battlefield under your control.
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Enchant creature you control
Enchanted creature gets +1/+1 for each creature card in your graveyard and is an Avatar in addition to its other types.
When enchanted creature dies, mill cards equal to its power. Return this card to its owner’s hand and up to one creature card milled this way to the battlefield under your control.
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Whenever another ally you control enters, put a +1/+1 counter on this creature.
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Whenever you cast a spell, create a 1/1 colorless Spirit creature token with “This token can’t block or be blocked by non-Spirit creatures.”
Exhaust — Waterbend : Take an extra turn after this one. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for . Activate each exhaust ability only once.)
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Whenever you cast a spell, create a 1/1 colorless Spirit creature token with “This token can’t block or be blocked by non-Spirit creatures.”
Exhaust — Waterbend
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Lands you control have trample and hexproof.
: Add X mana of any one color, where X is the greatest power among creatures you control.
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Lands you control have trample and hexproof.
: Add X mana of any one color, where X is the greatest power among creatures you control.
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Firebending 4 (Whenever this creature attacks, add . This mana lasts until end of combat.)
: Create a 4/4 red Dragon creature token with flying and firebending 4.
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Firebending 4
: Create a 4/4 red Dragon creature token with flying and firebending 4.
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Flying
Whenever you cast your second spell each turn, airbend up to one other target nonland permanent. (Exile it. While it’s exiled, its owner may cast it for rather than its mana cost.)
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Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can’t cast spells from anywhere other than their hand.
Exile Avatar’s Wrath.
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Choose up to one target creature, then airbend all other creatures.
Until your next turn, your opponents can’t cast spells from anywhere other than their hand.
Exile Avatar’s Wrath.
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Choose one or both —
• Target creature gets -1/-1 until end of turn.
• Put a +1/+1 counter on target creature.
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Firebending 2 (Whenever this creature attacks, add . This mana lasts until end of combat.)
When Azula enters, target opponent exiles a nontoken creature they control, then they exile a nonland card from their graveyard.
During your turn, you may cast cards exiled with Azula and you may cast them as though they had flash. Mana of any type can be spent to cast those spells.
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Firebending 2
When Azula enters, target opponent exiles a nontoken creature they control, then they exile a nonland card from their graveyard.
During your turn, you may cast cards exiled with Azula and you may cast them as though they had flash. Mana of any type can be spent to cast those spells.
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Firebending 2 (Whenever this creature attacks, add . This mana lasts until end of combat.)
Whenever Azula attacks, you lose 1 life and create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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When this creature enters, earthbend 2. (Target land you control becomes a 0/0 creature with haste that’s still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Creatures you control with +1/+1 counters on them have trample.
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When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that’s still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you tap a creature for mana, add an additional .
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When this creature enters, earthbend 1.
Whenever you tap a creature for mana, add an additional .
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: Add one mana of any color. Activate only once each turn.
, , Sacrifice this artifact: It deals 5 damage to target creature.
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Whenever this creature attacks, you may sacrifice another creature or artifact. If you do, draw a card and put a +1/+1 counter on this creature.
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Whenever a nonland creature you control dies, earthbend X, where X is that creature’s power. (Target land you control becomes a 0/0 creature with haste that’s still a land. Put X +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
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Whenever a nonland creature you control dies, earthbend X, where X is that creature’s power.
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Untap this artifact during each other player’s untap step.
: Add one mana of any color.
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As an additional cost to cast this spell, waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Flying, ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this creature enters, scry 2.
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Whenever you attack a player with one or more creatures with power 4 or greater, draw a card.
Exhaust — : Earthbend 4. Activate only during your turn. (Target land you control becomes a 0/0 creature with haste that’s still a land. Put four +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped. Activate each exhaust ability only once.)
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Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
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Firebending 1 (Whenever this creature attacks, add . This mana lasts until end of combat.)
Tap an untapped Ally you control: Exile target card from a graveyard.
Whenever this creature attacks, you may cast an Ally spell from among cards you own exiled with this creature.
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Firebending 1
Tap an untapped Ally you control: Exile target card from a graveyard.
Whenever this creature attacks, you may cast an Ally spell from among cards you own exiled with this creature.
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Return target nonland permanent to its owner’s hand. If you controlled that permanent, draw a card.
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Choose one —
• Bumi Bash deals damage equal to the number of lands you control to target creature.
• Destroy target land creature or nonbasic land.
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When Bumi enters, choose up to X, where X is the number of Lesson cards in your graveyard —
• Put three +1/+1 counters on Bumi.
•Target player scries 3.
•Earthbend 3 (Target land you control becomes a 0/0 creature with haste that's still a land. Put three +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
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Trample
When Bumi enters, earthbend 4.
Whenever Bumi deals combat damage to a player, untap all lands you control. After this phase, there is an additional combat phase. Only land creatures can attack during that combat phase.
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Trample
When Bumi enters, earthbend 4.
Whenever Bumi deals combat damage to a player, untap all lands you control. After this phase, there is an additional combat phase. Only land creatures can attack during that combat phase.
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Flying
When this creature enters, you may sacrifice an artifact or creature. If you do, draw a card.
Whenever another creature you control dies, if it had counters on it, put its counters on this creature.
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Menace (This creature can’t be blocked except by two or more creatures.)
When this creature dies, it deals 1 damage to you. Create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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Deathtouch
When this creature enters, create a Food token. (It’s an artifact with , , Sacrifice this token:You gain 3 life.“)
Swampcycling (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
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Lifelink
When this creature enters, it deals damage equal to the number of Swamps you control to any target.
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Flying
Whenever this creature attacks, untap target artifact or creature.
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Whenever Combustion Man attacks, destroy target permanent unless its controller has Combustion Man deal damage to them equal to his power.
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Combustion Technique deals damage equal to 2 plus the number of Lesson cards in your graveyard to target creature. If that creature would die this turn, exile it instead.
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Combustion Technique deals damage equal to 2 plus the number of Lesson cards in your graveyard to target creature. If that creature would die this turn, exile it instead.
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Whenever this creature becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put it on the bottom.)
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When this creature enters, target opponent discards a card.
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As an additional cost to cast this spell, waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Tap up to X target creatures, then distribute three stun counters among tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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As an additional cost to cast this spell, waterbend .
Tap up to X target creatures, then distribute three stun counters among tapped creatures your opponents control.
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When Crescent Island Temple enters, for each Shrine you control, create a 1/1 red Monk creature token with prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)
Whenever another Shrine you control enters, create a 1/1 red Monk creature token with prowess.
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Raid — This creature enters with a +1/+1 counter on it if you attacked this turn.
Whenever this creature attacks, create a 2/2 red Soldier creature token with firebending 1. (Whenever it attacks, add . This mana lasts until end of combat.)
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Target creature gets +3/+1 until end of turn.
Create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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When this creature dies, you gain 3 life.
, Sacrifice this creature: Destroy up to one target artifact or enchantment.
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Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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When this creature enters, earthbend 1, then earthbend 1. (To earthbend 1, target land you control becomes a 0/0 creature with haste that’s still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever this creature attacks, each opponent loses X life and you gain X life, where X is the number of creatures you control with +1/+1 counters on them.
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When this creature enters, earthbend 1, then earthbend 1.
Whenever this creature attacks, each opponent loses X life and you gain X life, where X is the number of creatures you control with +1/+1 counters on them.
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Choose one —
• Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card.
• Earthbend 2. (Target land you control becomes a 0/0 creature with haste that’s still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
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Each creature with mana value X or less loses all abilities until end of turn. Destroy those creatures.
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Each creature with mana value X or less loses all abilities until end of turn. Destroy those creatures.
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Each creature with mana value X or less loses all abilities until end of turn. Destroy those creatures.
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As an additional cost to cast this spell, pay or sacrifice an artifact or creature.
Destroy target creature.
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: Another target creature you control with power 2 or less can’t be blocked this turn.
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Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
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Each non-Human creature you control gets +1/+1 for each of its creature types, to a maximum of 10.
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Each non-Human creature you control gets +1/+1 for each of its creature types, to a maximum of 10.
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