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Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.
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Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.
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Look at the top three cards of your library. 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 any order.
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Look at the top three cards of your library. 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 any order.
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Target opponent reveals their hand. You choose a nonland card from it or a card from their graveyard. Exile that card. You lose 1 life.
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Target opponent reveals their hand. You choose a nonland card from it or a card from their graveyard. Exile that card. You lose 1 life.
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If this spell was cast from your hand and you’ve cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner’s library seventh from the top and you gain 7 life.
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If this spell was cast from your hand and you’ve cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner’s library seventh from the top and you gain 7 life.
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Target player draws X cards. Shuffle Blue Sun’s Zenith into its owner’s library.
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Target player draws X cards. Shuffle Blue Sun’s Zenith into its owner’s library.
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Draw three cards, then put two cards from your hand on top of your library in any order.
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Draw three cards, then put two cards from your hand on top of your library in any order.
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The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it’s a permanent card, they put it onto the battlefield.
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The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it’s a permanent card, they put it onto the battlefield.
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Gain control of target creature with converted mana cost 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
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Gain control of target creature with converted mana cost 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
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Target player draws three cards. Then that player discards two cards unless they discard a land card.
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Target player draws three cards. Then that player discards two cards unless they discard a land card.
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Counter target spell.
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Counter target spell.
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Choose one —
• Destroy all Dragon creatures.
• Destroy all non-Dragon creatures.
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Choose one —
• Destroy all Dragon creatures.
• Destroy all non-Dragon creatures.
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Destroy all creatures.
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Destroy all creatures.
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Target creature gets +1/+0 until end of turn.
Draw a card.
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Target creature gets +1/+0 until end of turn.
Draw a card.
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Search your library for a card, put that card into your hand, then shuffle.
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Search your library for a card, put that card into your hand, then shuffle.
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Exile target artifact, creature, or enchantment an opponent controls. That player may put a permanent card from their hand onto the battlefield.
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Exile target artifact, creature, or enchantment an opponent controls. That player may put a permanent card from their hand onto the battlefield.
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Destroy target nonblack creature.
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Destroy target nonblack creature.
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Electrolyze deals 2 damage divided as you choose among one or two targets.
Draw a card.
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Electrolyze deals 2 damage divided as you choose among one or two targets.
Draw a card.
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Exile target creature you control, then return it to the battlefield under its owner’s control.
Rebound
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Exile target creature you control, then return it to the battlefield under its owner’s control.
Rebound
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Draw two cards, then discard two cards.
Flashback
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Draw two cards, then discard two cards.
Flashback
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If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.
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If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.
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Target creature you control gains protection from the color of your choice until end of turn.
Scry 1.
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Target creature you control gains protection from the color of your choice until end of turn.
Scry 1.
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Draw a card. You may put a land card from your hand onto the battlefield.
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Draw a card. You may put a land card from your hand onto the battlefield.
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Copy target instant or sorcery spell you control. If this spell was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.
Flashback
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Copy target instant or sorcery spell you control. If this spell was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.
Flashback
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Target player reveals their hand. You choose a nonland card from it with converted mana cost 3 or less. That player discards that card.
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Target player reveals their hand. You choose a nonland card from it with converted mana cost 3 or less. That player discards that card.
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Split second
Destroy target artifact or enchantment.
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Split second
Destroy target artifact or enchantment.
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Lightning Bolt deals 3 damage to any target.
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Lightning Bolt deals 3 damage to any target.
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Lightning Helix deals 3 damage to any target and you gain 3 life.
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Lightning Helix deals 3 damage to any target and you gain 3 life.
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Counter target spell unless its controller pays
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Counter target spell unless its controller pays
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Counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into that player’s graveyard.
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Counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into that player’s graveyard.
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Shuffle your library. Then exile the top card of your library. Until end of turn, you may play that card without paying its mana cost.
Storm
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Shuffle your library. Then exile the top card of your library. Until end of turn, you may play that card without paying its mana cost.
Storm
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Exile target card that’s an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix’s Mastery.
Overload
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Exile target card that’s an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix’s Mastery.
Overload
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As an additional cost to cast this spell, sacrifice a green creature.
Search your library for a green creature card and put it onto the battlefield. Then shuffle your library.
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As an additional cost to cast this spell, sacrifice a green creature.
Search your library for a green creature card and put it onto the battlefield. Then shuffle your library.
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Choose two —
• Target player gains 7 life.
• Put target noncreature permanent on top of its owner’s library.
• Target player shuffles their graveyard into their library.
• Search your library for a creature card, reveal it, put it into your hand, then shuffle your library.
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Choose two —
• Target player gains 7 life.
• Put target noncreature permanent on top of its owner’s library.
• Target player shuffles their graveyard into their library.
• Search your library for a creature card, reveal it, put it into your hand, then shuffle your library.
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You gain 3 life.
Draw a card.
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You gain 3 life.
Draw a card.
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Target player draws two cards and loses 2 life.
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Target player draws two cards and loses 2 life.
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Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn.
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Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn.
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