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Evasion
Evasion
Ramp
This creature gets +1/+1 for each Forest you control. Disguise {4}{G} When this creature is turned face up, search your library for up to two Forest cards and reveal them. Put one of them onto the battlefield tapped and the other into your hand, then shuffle.
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Colorless spells you cast cost {2} less to cast. +1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand. −3: Destroy target permanent that's one or more colors.
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Ramp
Burn
Disguise {R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) Whenever this creature or another creature you control is turned face up, that creature deals damage equal to its power to each opponent.
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Burn
Finisher
Cast this spell only during combat on your turn. Choose one — • Creatures you control gain double strike until end of turn. • Untap all creatures you control. After this phase, there is an additional combat phase. Entwine {1}{R} (Choose both if you pay the entwine cost.)
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Finisher
Removal
Flying, lifelink, ward {2} Disguise {X}{3}{W} When this creature is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards. When this creature leaves the battlefield, return the exiled cards to their owners' hands.
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For each player, exile up to one target nonland permanent that player controls. For each permanent exiled this way, its controller cloaks the top card of their library. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.)
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Disguise {1}{W} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this creature is turned face up, exile another target nonland permanent. If you controlled it, return it to the battlefield tapped. Otherwise, its controller creates a 2/2 white and blue Detective creature token.
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Removal
Creature
Creature
Land
{T}: Add {C}. Disguise {3} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this land is turned face up, add two mana of any one color. Until end of turn, you don't lose this mana as steps and phases end.
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Land
Theft
Morph {2}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, if it's your turn, gain control of another target creature until end of turn. Untap that creature. It gains haste until end of turn.
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Theft
Draw
Look at the top five cards of your library, cloak two of them, and put the rest on the bottom of your library in a random order. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.)
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When you cast this spell, up to two target players each manifest two cards from their hands. For each card manifested this way, you draw a card. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Other colorless creatures you control get +3/+2.
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When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and lifelink.
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Whenever this enchantment or another permanent you control is turned face up, scry 1, then draw a card. This ability triggers only once each turn. Disguise {W} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
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Whenever you cast a colorless creature spell, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Whenever you attack with creatures with total power 6 or greater, you may turn a face-down creature you control face up.
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Other creatures you control have haste. Whenever one or more face-down creatures you control deal combat damage to a player, draw a card. Whenever a face-down creature you control dies, return it to the battlefield face down under its owner's control if it's a permanent card, then turn it face up.
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Draw
Protection
Choose one or both — • Turn target face-down creature face up. • Exile any number of face-up creatures you control with disguise in a face-down pile, shuffle that pile, then cloak them. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.)
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At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
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Protection
Tokens
Tokens
Enchantment
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
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Enchantment
Pump
Trample Whenever this creature or another creature you control is turned face up, put +1/+1 counters on that creature equal to its power. Disguise {4}{G} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
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Whenever another permanent you control is turned face up, if it's a creature, put two +1/+1 counters on it. Megamorph {3}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
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Pump
Tutor
Tutor
Deck Info
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