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Death
Death Kiss
Whenever a creature an opponent controls attacks one of your opponents, double its power until end of turn.
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, goad up to X target creatures your opponents control.
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, goad up to X target creatures your opponents control.
Creature - Beholder

Death
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Judgement
Judgement
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Justice
Sword of Truth and Justice
Equipped creature gets +2/+2 and has protection from white and from blue.
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
Artifact - Equipment

Zoyowa's Justice
The owner of target artifact or creature with mana value 1 or greater shuffles it into their library. Then that player discovers X, where X is its mana value. (They exile cards from the top of their library until they exile a nonland card with that mana value or less. They cast it without paying its mana cost or put it into their hand. They put the rest on the bottom in a random order.)
Instant

Justice
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Strength
Strength
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Temperance
Temperance
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The Chariot
The Chariot
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The Devil
The Devil
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The Emperor
Calim, Djinn Emperor
Flying, ward
Calim's Breath — , Discard Calim: Tap up to one target nonland permanent. Draw a card. Then you may exile two other cards named Calim, Djinn Emperor from your graveyard. When you do, return Calim from your graveyard to the battlefield tapped.
When you discard Calim, conjure a card named Calim, Djinn Emperor into your library seventh from the top.
Calim's Breath — , Discard Calim: Tap up to one target nonland permanent. Draw a card. Then you may exile two other cards named Calim, Djinn Emperor from your graveyard. When you do, return Calim from your graveyard to the battlefield tapped.
When you discard Calim, conjure a card named Calim, Djinn Emperor into your library seventh from the top.
Legendary Creature - Djinn Noble

The Emperor of Palamecia
: Add or . Spend this mana only to cast a noncreature spell.
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it.
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it.
Legendary Creature - Human Wizard Noble


The Emperor
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The Empress
The Empress
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The Fool
The Fool
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The Hanged Man
The Hanged Man
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The Hermit
Deranged Hermit
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, create four 1/1 green Squirrel creature tokens.
Squirrel creatures get +1/+1.
When this creature enters, create four 1/1 green Squirrel creature tokens.
Squirrel creatures get +1/+1.
Creature - Elf

The Hermit
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The Hierophant
Hierophant Bio-Titan
Frenzied Metabolism — As an additional cost to cast this spell, you may remove any number of +1/+1 counters from among creatures you control. This spell costs less to cast for each counter removed this way.
Vigilance, reach, ward
Titanic — This creature can't be blocked by creatures with power 2 or less.
Vigilance, reach, ward
Titanic — This creature can't be blocked by creatures with power 2 or less.
Creature - Tyranid

The Hierophant
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The High Priestess
The High Priestess
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The Lovers
Halana and Alena, Partners
First strike (This creature deals combat damage before creatures without first strike.)
Reach (This creature can block creatures with flying.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
Reach (This creature can block creatures with flying.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
Legendary Creature - Human Ranger

The Cave of Two Lovers
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create two 1/1 white Ally creature tokens.
II — Search your library for a Mountain or Cave card, reveal it, put it into your hand, then shuffle.
III — 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.)
I — Create two 1/1 white Ally creature tokens.
II — Search your library for a Mountain or Cave card, reveal it, put it into your hand, then shuffle.
III — 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.)
Enchantment - Saga

The Lovers
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The Magician
The Clever Magician
Rule Zero — Whenever this creature enters the battlefield, and before the game begins if this creature is your commander, you may propose a new rule that is contained to this game of Magic. If all players in the game agree to it, that rule becomes true for this game. If one or more players decline, instead you scry 2. (If this is your commander, scry after keeping your hand.)
Legendary Creature - Human Wizard

The Magician
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The Moon
The Heron Moon
: Add .
, : Exile the bottom card of target opponent's library.
Whenever one or more cards an opponent owns are put into exile, put a release counter on The Heron Moon. Then if it has thirteen or more release counters on it, sacrifice it and create a copy of Emrakul, the Promised End. Cast it without paying its mana cost.
, : Exile the bottom card of target opponent's library.
Whenever one or more cards an opponent owns are put into exile, put a release counter on The Heron Moon. Then if it has thirteen or more release counters on it, sacrifice it and create a copy of Emrakul, the Promised End. Cast it without paying its mana cost.
Legendary Land

The Moon
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The Star
Consult the Star Charts
Kicker (You may pay an additional as you cast this spell.)
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Instant

The Star
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The Sun
Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

The Sun
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The Tower
The Tower
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The Wheel of Fortune
The Wheeling Runner
You may spend any type of mana to cast cards that didn't start in your deck.
Whenever The Wheeling Runner deals combat damage to a player, you may discard your hand. If you do, choose four Vintage-legal cards at random. Add those cards to your hand. (The "Random Card" feature on a search site may help.)
Ready to run (You can have two commanders if both have ready to run.)
Whenever The Wheeling Runner deals combat damage to a player, you may discard your hand. If you do, choose four Vintage-legal cards at random. Add those cards to your hand. (The "Random Card" feature on a search site may help.)
Ready to run (You can have two commanders if both have ready to run.)
Legendary Creature - Gamer Splinter

Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

The Wheel of Fortune
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The World
Nissa, Who Shakes the World
Whenever you tap a Forest for mana, add an additional .
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
Legendary Planeswalker - Nissa

The World Spell
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
Enchantment - Saga

The World
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Deck Info
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