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Tiered (Choose one additional cost.)
• Somersault — — Target creature gets +2/+2 until end of turn.
• Meteor Strikes — — Double target creature’s power and toughness until end of turn.
• Final Heaven — — Triple target creature’s power and toughness until end of turn.
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Other permanents you control have ": Add one mana of any color."
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This spell can't be countered.
Flying
You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.)
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Lifelink
Adelbert Steiner gets +1/+1 for each Equipment you control.
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Lifelink
Adelbert Steiner gets +1/+1 for each Equipment you control.
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Flying
When this Vehicle attacks, draw a card then discard a card.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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When this land enters, you gain 2 life.
: Add .
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Lifelink
Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough.
When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough.
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Lifelink
Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough.
When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control where X is the number of +1/+1 counters on Aerith Gainsborough.
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Lifelink
Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough.
When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough.
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Choose one —
• Take the Elevator — Create three 1/1 colorless Hero creature tokens.
• Take 59 Flights of Stairs — Tap up to three target creatures. Put a stun counter on one of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Equipped creature has base power and toughness X/X, where X is your life total.
Equip
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Flying, deathtouch
, Sacrifice another creature or artifact: Draw a card.
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Destroy target artifact, enchantment, or creature with flying.
Cycling (, Discard this card: Draw a card.)
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Whenever this creature or another creature or artifact you control dies, target opponent loses 1 life and you gain 1 life.
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Flash
When Ambrosia Whiteheart enters, you may return another permanent you control to its owner’s hand.
Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn.
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Flash
When Ambrosia Whiteheart enters, you may return another permanent you control to its owner’s hand.
Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn.
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Flash
When Ambrosia Whiteheart enters, you may return another permanent you control to its owner’s hand.
Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn.
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Vigilance, ward
Damage isn’t removed from this creature during cleanup steps.
All damage that would be dealt to you and other permanents you control is dealt to this creature instead.
When this creature dies, exile it and create ten tapped Treasure tokens.
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Demons you control have menace, lifelink, and haste.
Starscourge - At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon.
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Demons you control have menace, lifelink, and haste.
Starscourge - At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon.
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Demons you control have menace, lifelink, and haste.
Starscourge - At the beginning of combat on your turn, exile up to one target creature card from your graveyard. If you exiled a card this way, create a token thats a copy of that card except it's a 5/5 black Demon.
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Demons you control have menace, lifelink, and haste.
Starscourge - At the beginning of combat on your turn, exile up to one target creature card from your graveyard. If you exiled a card this way, create a token thats a copy of that card except it's a 5/5 black Demon.
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Whenever Ashe attacks, look at the top five cards of your library. You may reveal an artifact 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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Whenever Ashe attacks, look at the top five cards of your library. You may reveal an artifact 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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Job select (When this Equipment enters, create a 1/1 colorless hero creature token, then attach this to it.)
Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature."
Diana - Equip
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Attacking creatures get +2/+0 until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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(As this Saga enters and after your draw step, add a lore counter.)
I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn.
III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up).
Flying
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(As this Saga enters and after your draw step, add a lore counter.)
I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn.
III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up).
Flying
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(As this Saga enters and after your draw step, add a lore counter.)
I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn.
III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up).
Flying
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Flying
Whenever Balamb Garden attacks, draw a card.
Crew 1
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This land enters tapped.
Add or .
, : Transform this land. This ability costs less to activate for each other Town you control.
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Trample
When this creature enters, you gain 3 life.
Forestcycling (, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
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Reach
Vehicles you control get +1/+1 and have vigilance and reach.
Whenever a Vehicle is crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay . If you do, after this phase, there is an additional combat phase.
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Reach
Vehicles you control get +1/+1 and have vigilance and reach.
Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it’s the first combat phase of the turn, you may pay . If you do, after this phase, there is an additional combat phase.
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Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +2/+2, has reach, and is a Bard in addition to its other types.
Perseus’s Bow — Equip (: Attach to target creature you control. Equip only as a sorcery.)
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This land enters tapped.
: Add or .
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Reach
Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player.
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Affinity for Birds (This spell costs less to cast for each Bird you control.)
When Bartz and Boko enters, each other Bird you control deals damage equal to its power to target creature an opponent controls.
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Choose one —
• Attack — Create a 2/2 white Knight creature token.
• Ability — Target creature gets +0/+4 until end of turn.
• Magic — Destroy target creature with power 4 or greater.
• Item — You gain 4 life.
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Vigilance (Attacking doesn’t cause this creature to tap.)
At the beginning of combat on your turn, you may attach any number of Equipment you control to target creature you control.
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Vigilance (Attacking doesn’t cause this creature to tap.)
At the beginning of combat on your turn, you may attach any number of Equipment you control to target creature you control.
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When this permanent transforms into Black Chocobo, search your library for a land card, put it onto the battlefield tapped, then shuffle.
Landfall — Whenever a land you control enters, Birds you control get +1/+0 until end of turn.
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Job Select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +1/+0, has "Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent," and is a Wizard in addition to its other types.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Flying, deathtouch
Whenever you cast a noncreature spell, Black Waltz No. 3 deals 2 damage to each opponent.
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Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on this creature.
Blow Up — , Sacrifice this creature: It deals damage equal to its power to target creature. Activate only as a sorcery.
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: Add one mana of any color.
GOOOOAAAALLL! — , Sacrifice this artifact: Draw two cards. Activate only if an opponent was dealt combat damage by a legendary creature this turn.
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Target creature gets +3/+3 and gains trample until end of turn.
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I&II - Jecht Beam - Each opponent discards a card and you draw a card.
III - Ultimate Jecht Shot - Each opponent sacrifices two creatures of their choice.
Menace
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Equipped creature gets +3/+2.
Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip
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Trample
At the beginning of your end step, if this creature didn't enter the battlefield this turn, return it to its owner's hand.
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Trample
At the beginning of your end step, if this creature didn’t enter the battlefield this turn, return it to its owner’s hand.
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Search your library for a Mountain card, reveal it, put it into your hand, then shuffle. Create a 2/2 green Bird creature token with “Whenever a land you control enters, this token gets +1/+0 until end of turn.”
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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: Add .
, : Add one mana of any color.
Cycling (, Discard this card: Draw a card.)
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Flying, vigilance
: Add . Spend this mana only to cast an artifact spell or activate an ability of an artifact source.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Deathtouch
Darkness - Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it.
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Deathtouch
Darkness - Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it.
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Deathtouch
Darkness - Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it.
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Lifelink
Protect - Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn.
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Lifelink
Protect - Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn.
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Lifelink
Protect - Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn.
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Flying
When Chaos dies, put it on the bottom of its owner's library.
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Flying
When Chaos dies, put it on the bottom of its owner's library.
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Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard.
Landfall — Whenever a land you control enters, Choco gets +1/+0 until end of turn.
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Kicker—Return a land you control to its owner’s hand. (You may return a land you control to its owner’s hand in addition to any other costs as you cast this spell.)
Target creature you control deals damage equal to its power to target creature an opponent controls. If this spell was kicked, the creature you control deals twice that much damage instead.
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Landfall — Whenever a land you control enters, create a 2/2 green Bird creature token with “Whenever a land you control enters, this token gets +1/+0 until end of turn.”
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Choco-Comet deals X damage to any target.
Create a 2/2 green Bird creature token with “Whenever a land you control enters, this token gets +1/+0 until end of turn.”
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Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.
A deck can have any number of cards named Cid, Timeless Artificer
Cycling ( , Discard this card: Draw a card.)
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You draw two cards and you lose 2 life. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent."
Wizards you control get +1/+0 and gain lifelink until end of turn.
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Choose one or more —
• Target creature you control fights target creature an opponent controls.
• Remove a lore counter from target Saga you control. (Removing lore counters doesn’t cause chapter abilities to trigger.)
• Put a lore counter on target Saga you control.
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When Clive enters, you may discard your hand, then draw cards equal to your devotion to red.
, : Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
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Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
: Add .
, : You may play the exiled card without paying its mana cost if you control four or more legendary creatures.
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Flying
Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
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When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand then shuffle.
As long as Cloud is equipped, in an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
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When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if an ability of cloud or an Equipment attached to it triggers, that ability triggers an additional time.
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When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand then shuffle.
As long as Cloud is equipped, in an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
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During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.)
Equip abilities you activate that target Cloud cost less to activate.
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Flying
When this creature enters, put a +1/+1 counter on target creature.
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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-
Trample
When this creature enters, choose one —
• Destroy target artifact or enchantment.
• Draw a card.
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Target player draws two cards. Put a +1/+1 counter on up to one target creature you control.
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Look at the top three cards of your library. You may reveal an artifact, creature, or land card from among them and put it into your hand. Put the rest of the bottom of your library in any order.
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: Add
,, Sacrifice an artifact: Put a +1/+1 counter on each creature you control. Activate only as a sorcery.
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Flash
When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn.
Equipped creature gets +1/+0.
Equip
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Target opponent sacrifices a creature of their choice.
Create a 0/1 black Wizard creature token with “Whenever you cast a noncreature spell, this token deals 1 damage to each opponent.”
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This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
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Equipped creature gets +1/+1.
: Exile this Equipment, then return it to the battlefield transformed under its owner’s control. Activate only as a sorcery.
Equip
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Equipped creature gets +1/+1.
: Exile this Equipment, then return it to the battlefield transformed under its owner’s control. Activate only as a sorcery.
Equip
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The first legendary creature spell you cast each turn costs less to cast.
Legendary creatures you control get +2/+2.
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At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value
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Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +3/+0 and is a Knight in addition to its other types.
Chaosbringer — Equip—Pay 3 life. Activate only once each turn.
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Destroy target creature an opponent controls. Then draw a card for each creature that died this turn.
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Flying
When this creature enters, search your library and/or graveyard for an artifact card with mana value 2 or less, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Defender
Menace (This creature can’t be blocked except by two or more creatures.)
As long as this creature has a counter on it, it can attack as though it didn’t have defender.
: Put two +1/+1 counters on this creature.
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This spell costs less to cast for each permanent card in your graveyard.
Reach
Immune — Prevent all combat damage that would be dealt to Diamond Weapon.
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Dragonfire Dive — During your turn, Dion and other Knights you control have flying.
When Dion enters, create a 2/2 white Knight creature token.
, : Exile Dion, then return it to the battlefield transformed under its owner’s control. Activate only as a sorcery.
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Dragonfire Dive — During your turn, Dion and other Knights you control have flying.
When Dion enters, create a 2/2 white Knight creature token.
, : Exile Dion, then return it to the battlefield transformed under its owner’s control. Activate only as a sorcery.
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Dragonfire Dive — During your turn, Dion and other Knights you control have flying.
When Dion enters, create a 2/2 white Knight creature token.
, : Exile Dion, then return it to the battlefield transformed under its owner’s control. Activate only as a sorcery.
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Flying
Whenever this creature deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
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