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If a triggered ability of an Ally you control triggers, that ability triggers an additional time.
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If a triggered ability of an Ally you control triggers, that ability triggers an additional time.
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If a triggered ability of an Ally you control triggers, that ability triggers an additional time.
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If a triggered ability of an Ally you control triggers, that ability triggers an additional time.
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If a triggered ability of an Ally you control triggers, that ability triggers an additional time.
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Vigilance
When Katara enters, create a 1/1 white Ally creature token.
Waterbend : Creatures you control have base power and toughness X/X until end of turn. X can't be 0. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for
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Vigilance
When Katara enters, create a 1/1 white Ally creature token.
Waterbend : Creatures you control have base power and toughness X/X until end of turn. X can’t be 0. Activate only during your turn.
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Vigilance
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
When this creature dies, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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When Koh enters, exile up to one other target creature.
Whenever another nontoken creature dies, you may exile it.
Pay 1 life: Choose a creature card exiled with Koh.
Koh has all activated and triggered abilities of the last chosen card.
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When Koh enters, exile up to one other target creature.
Whenever another nontoken creature dies, you may exile it.
Pay 1 life: Choose a creature card exiled with Koh.
Koh has all activated and triggered abilities of the last chosen card.
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When this Equipment enters, create a 1/1 white Ally creature token, then attach this Equipment to it.
Equipped creature gets +1/+0.
Equip (:Attach to target creature you control. Equip only as a sorcery.)
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When Kyoshi Island Plaza enters, search your library for up to X basic land cards, where X is the number of Shrines you control. Put those cards onto the battlefield tapped, then shuffle.
Whenever another Shrine you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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When this creature enters, create a 1/1 white Ally creature token.
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(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill three cards, then create a Food token. (It’s an artifact with “, , Sacrifice this token: You gain 3 life.”)
II — Put a +1/+1 counter on each of up to two target creatures you control.
III — Draw a card if there’s a creature or Lesson card in your graveyard.
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Lightning Strike deals 3 damage to any target.
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When Lo and Li enter, search your library for a Lesson or Noble card, reveal it, put it into your hand, then shuffle.
Noble creatures you control and Lesson spells you control have lifelink.
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Whenever another creature you control or a land you control is put into a graveyard from the battlefield, put a +1/+1 counter on target creature you control.
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The owner of target creature or enchantment puts it into their library second from the top or on the bottom. You create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Exhaust — : Put a double strike counter on Mai. (Activate each exhaust ability only once.)
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First strike
Whenever a player casts a noncreature spell, they lose 2 life.
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First strike
Whenever a player casts a noncreature spell, they lose 2 life.
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Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever Master Pakku becomes tapped, target player mills X cards, where X is the number of Lesson cards in your graveyard. (They put the top X cards of their library into their graveyard.)
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First strike
Whenever Master Piandao attacks, look at the top four cards of your library. You may reveal an Ally, Equipment, or Lesson card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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: Return this card from your graveyard to your hand.
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Flying
When this creature enters, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
This creature gets +2/+0 as long as you’ve drawn two or more cards this turn.
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When this Equipment enters, destroy target permanent.
Equipped creature gets +3/+3.
Equip (:Attach to target creature you control. Equip only as a sorcery.)
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The first non-Lemur creature spell with flying you cast each turn costs less to cast.
Whenever another creature you control with flying enters, Momo gets +1/+1 until end of turn.
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Flying
The first non-Lemur creature spell with flying you cast during each of your turns costs less to cast.
Whenever another creature you control with flying enters, Momo gets +1/+1 until end of turn.
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Flying
The first non-Lemur creature spell with flying you cast during each of your turns costs less to cast.
Whenever another creature you control with flying enters, Momo gets +1/+1 until end of turn.
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Flying, vigilance
When Momo leaves the battlefield, choose one —
• Create a Food token. (It’s an artifact with “, , Sacrifice this token: You gain 3 life.”)
• Put a +1/+1 counter on target creature you control.
• Scry 2.
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Menace (This creature can’t be blocked except by two or more creatures.)
When this creature enters, it deals 1 damage to any target.
Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
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: Untap another target permanent you control.
Waterbend , : Tap target creature an opponent controls. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
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When Northern Air Temple enters, each opponent loses X life and you gain X life, where X is the number of Shrines you control.
Whenever another Shrine you control enters, each opponent loses 1 life and you gain 1 life.
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When this enchantment enters and at the beginning of your upkeep, you lose 1 life and create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
Whenever you attack, put X +1/+1 counters on target attacking creature, where X is the number of permanents you’ve sacrificed this turn. If X is three or greater, that creature gains lifelink until end of turn.
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When this enchantment enters and at the beginning of your upkeep, you lose 1 life and create a Clue token.
Whenever you attack, put X +1/+1 counters on target attacking creature, where X is the number of permanents you’ve sacrificed this turn. If X is three or greater, that creature gains lifelink until end of turn.
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Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can’t be the target of spells or abilities your opponents control.)
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Choose one —
• Destroy target artifact or enchantment.
• Put a +1/+1 counter on target creature you control. It gains indestructible until end of turn. (Damage and effects that say “destroy” don’t destroy it.)
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When this creature enters, mill three cards. You may put a land card from among them into your hand. If you don’t, put a +1/+1 counter on this creature. (To mill three cards, put the top three cards of your library into your graveyard.)
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Whenever you draw your second card each turn, this creature gets +1/+2 until end of turn and can’t be blocked this turn.
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Trample, firebending 4, haste
If you would lose unspent mana, that mana becomes red instead.
Ozai has flying and indestructible as long as you have six or more unspent mana.
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Trample, firebending 4, haste
If you would lose unspent mana, that mana becomes red instead.
Ozai has flying and indestructible as long as you have six or more unspent mana.
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Trample, firebending 4, haste
If you would lose unspent mana, that mana becomes red instead.
Ozai has flying and indestructible as long as you have six or more unspent mana.
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Ozai’s Cruelty deals 2 damage to target player. That player discards two cards.
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Enchant creature
Enchanted creature can’t attack or block.
, Sacrifice this Aura: Exile enchanted creature. Create a 1/1 white Ally creature token. Activate only during your turn.
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Flying
At the beginning of your end step, if you sacrificed a permanent this turn, create a token that’s a copy of this Vehicle.
As long as you control eight or more permanents named Phoenix Fleet Airship, this Vehicle is an artifact creature.
Crew 1
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Flying
At the beginning of your end step, if you sacrificed a permanent this turn, create a token that’s a copy of this Vehicle.
As long as you control eight or more permanents named Phoenix Fleet Airship, this Vehicle is an artifact creature.
Crew 1
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Target creature gets +2/+2 and gains reach until end of turn. Untap it.
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Deathtouch
Whenever you sacrifice another permanent, put a +1/+1 counter on this creature.
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, : Scry 2.
Whenever you scry or surveil, look at the top card of your library. You may cast that card without paying its mana cost. Do this only once each turn. (Look at the card after you scry or surveil.)
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, : Scry 2.
Whenever you scry or surveil, look at the top card of your library. You may cast that card without paying its mana cost. Do this only once each turn.
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Defender
When this creature enters, mill two cards. (Put the top two cards of your library into your graveyard.)
As long as there is a Lesson card in your graveyard, this creature can attack as though it didn’t have defender.
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When this creature dies, create a 1/1 white Ally creature token.
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Destroy target artifact or land an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Draw a card.
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, Discard a card: Draw a card.
, , Sacrifice Professor Zei: Return target instant or sorcery card from your graveyard to your hand. Activate only during your turn.
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Landfall — Whenever a land you control enters, this creature gains flying until end of turn and you gain 1 life.
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Flying, firebending 2
When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that’s a copy of Ran and Shaw, except it’s not legendary.
: Dragons you control get +2/+0 until end of turn.
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Flying, firebending 2
When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that’s a copy of Ran and Shaw, except it’s not legendary.
: Dragons you control get +2/+0 until end of turn.
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: Add . If you control a creature with power 4 or greater, add instead.
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Flying
Whenever this creature enters or attacks, exile up to one target card from a graveyard. If a creature card is exiled this way, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
Whenever you draw your second card each turn, each opponent loses 1 life and you gain 1 life.
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Flying
Whenever this creature enters or attacks, exile up to one target card from a graveyard. If a creature card is exiled this way, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
Whenever you draw your second card each turn, each opponent loses 1 life and you gain 1 life.
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Razor Rings deals 4 damage to target attacking or blocking creature. You gain life equal to the excess damage dealt this way.
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This land enters tapped unless you control a basic land.
: Add .
, : Create a 1/1 colorless Spirit creature token with “This token can’t block or be blocked by non-Spirit creatures.”
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Exhaust — : Put two +1/+1 counters on this creature, then 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. Activate each exhaust ability only once.)
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As an additional cost to cast this spell, pay 5 life or pay
Change the target of target spell or ability with a single target.
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As an additional cost to cast this spell, pay 5 life or pay .
Change the target of target spell or ability with a single target.
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Earthbend X, where X is the number of Forests you control. (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.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Target creature you control deals damage equal to its power to target creature an opponent controls.
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Firebending 2 (Whenever this creature attacks, add . This mana lasts until end of combat.)
Exhaust — : Put two +1/+1 counters on this creature. It gains trample until end of turn. (Activate each exhaust ability only once.)
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When this creature enters, tap target creature an opponent controls and put a stun counter on it. (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, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
All creatures get -2/-2 until end of turn. If this spell’s additional cost was paid, whenever a creature dies this turn, you gain 1 life.
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Reach
Forestcycling (, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
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Whenever you sacrifice another permanent, put a +1/+1 counter on this creature.
When this creature dies, you may exile it. When you do, return target creature card with mana value less than or equal to this creature’s power from your graveyard to the battlefield.
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Whenever you sacrifice another permanent, put a +1/+1 counter on this creature.
When this creature dies, you may exile it. When you do, return target creature card with mana value less than or equal to this creature’s power from your graveyard to the battlefield.
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Choose one—
• Destroy target creature with power 4 or greater.
• 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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As an additional cost to cast this spell, you may waterbend .
You control target opponent during their next combat phase. If this spell’s additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending.
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As an additional cost to cast this spell, you may waterbend .
You control target opponent during their next combat phase. If this spell’s additional cost was paid, you control that player during their next turn instead.
Exile Secret of Bloodbending.
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This land can’t be blocked.
: Add .
, : Two target creatures you control that share a creature type can’t be blocked this turn.
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This land can’t be blocked.
: Add .
, : Two target creatures you control that share a creature type can’t be blocked this turn.
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Look at the top X cards of your library, where X is the number of lands you control. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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If there are three or more Lesson cards in your graveyard, you may cast this spell as though it had flash.
This spell costs less to cast for each noncreature, nonland card in your graveyard.
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Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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When Sokka enters, discard up to two cards, then draw that many cards.
Whenever you cast an artifact or Lesson spell, put a +1/+1 counter on Sokka.
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When Sokka enters, discard up to two cards, then draw that many cards.
Whenever you cast an artifact or Lesson spell, put a +1/+1 counter on Sokka.
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When Sokka enters, discard up to two cards, then draw that many cards.
Whenever you cast an artifact or Lesson spell, put a +1/+1 counter on Sokka.
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Vigilance
Whenever Sokka and at least one other creature attack, draw a card.
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Menace, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Other Allies you control have menace and prowess.
Whenever you cast a noncreature spell, create a 1/1 white Ally creature token.
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Menace, prowess
Other Allies you control have menace and prowess.
Whenever you cast a noncreature spell, create a 1/1 white Ally creature token.
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Counter target spell.
Draw a card, then mill three cards.
Untap target land.
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Exile target creature. If it was dealt damage this turn, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost if the spell’s mana value is less than the number of Mountains you control. If you don’t cast that card this way, put it into your hand.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Whenever this creature or another Ally you control enters, you gain 1 life. If this is the second time this ability has resolved this turn, draw a card.
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Whenever this creature or another Ally you control enters, you gain 1 life. If this is the second time this ability has resolved this turn, draw a card.
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When Southern Air Temple enters, put X +1/+1 counters on each creature you control where X is the number of Shrines you control.
Whenever another Shrine you control enters, put a +1/+1 counter on each creature you control.
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Each creature you control gains firebending 5 until end of turn. (Whenever it attacks, add . This mana lasts until end of combat.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Each creature you control gains firebending 5 until end of turn.
Foretell
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Each creature you control gains firebending 5 until end of turn.
Foretell
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Defender
: Mill a card. You may put a land card milled this way into your hand. You gain 2 life if a Lesson card is milled this way. (Το mill a card, put the top card of your library into your graveyard.)
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As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Draw two cards. If this spell’s additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
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