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A-Dragon's Rage Channeler Creature
Creature — Human Shaman 1/1
Whenever you cast a noncreature spell, surveil 1.
Delirium — As long as there are four or more card types among cards in your graveyard, Dragon's Rage Channeler gets +2/+0, has flying, and attacks each combat if able.
A-Dreamshackle Geist Creature
Creature — Spirit 3/2
Flying
At the beginning of combat on your turn, choose up to one —
• Tap target creature.
• Target creature doesn't untap during its controller's next untap step.
Adrenaline Jockey Creature
Creature — Minotaur Pilot 3/3
Whenever a player casts a spell, if it's not their turn, this creature deals 4 damage to them.
Whenever you activate an exhaust ability, put a +1/+1 counter on this creature.
Adrestia Artifact
2 versions
Legendary Artifact — Vehicle 4/3
Islandwalk
Whenever Adrestia attacks, if an Assassin crewed it this turn, draw a card. Adrestia becomes an Assassin in addition to its other types until end of turn.
Crew 1
Adriana, Captain of the Guard Creature
4 versions
Legendary Creature — Human Knight 4/4
Melee
Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
Adriana's Valor Conspiracy  
Conspiracy
Hidden Agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy up at any time and reveal the chosen name.)
Whenever a creature you control with the chosen name attacks, you may pay %W. If you do, that creature gains indestructible until end of turn.
Adric, Mathematical Genius Creature
4 versions
Legendary Creature — Human Artificer 1/1
%2%U, %T: Copy target activated or triggered ability you control. You may choose new targets for the copy.
Ultimate Sacrifice — %1%U, Sacrifice Adric: Counter target activated or triggered ability.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Adrix and Nev, Twincasters Creature
6 versions
Legendary Creature — Merfolk Wizard 2/2
Ward %2
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
A-Druid Class Enchantment
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Whenever a land you control enters, you gain 1 life.
%2%G: Level 2
You may play an additional land on each of your turns.
%2%G: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
A-Druidic Ritual Sorcery
Sorcery
You may mill three cards. Then return up to two creature cards and/or land cards from your graveyard to your hand.
A-Dueling Coach Creature
Creature — Human Monk 2/2
When Dueling Coach enters, distribute two +1/+1 counters among one or two target creatures you control.
%W, %T: Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
Adult Gold Dragon Creature
D&D Ampersand Promo
6 versions
Creature — Dragon 4/3
Flying, lifelink, haste
Adult Green Dragon - Stats Token  
Huge dragon, Challenge 15
Armor class 19, Hit Points 207
Speed 40 ft., fly 80 ft., swim 40 ft.
Attacks Bite, Claw, Tail, Frightful Presence, Poison Breath
STR 23 (+6) DEX 12 (+1) CON 21 (+5)
INT 18 (+4) WIS 15 (+2) CHA 17 (+3)
Adun Oakenshield Creature
2 versions
Legendary Creature — Human Knight 1/2
%B%R%G, %T: Return target creature card from your graveyard to your hand.
A-Dungeon Descent Land  
Land
%T: Add %C.
%1, %T, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery.
Advance Scout Creature
2 versions
Creature — Human Soldier Scout 1/1
First strike
%W: Target creature gains first strike until end of turn.
Advanced Floral Invocations Enchantment
Alchemy: Secrets of Strixhaven
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land you control enters, mill two cards.
%BG: Level 2
Whenever a land you control enters, creature cards in your graveyard perpetually get +1/+1.
%4%BG%BG: Level 3
You may play lands and cast creature spells from your graveyard. If you cast a spell this way, that creature enters with a finality counter on it.
Advanced Hoverguard Creature
Creature — Drone 2/2
Flying
%U: This creature gains shroud until end of turn.
Advanced Reconstruction Enchantment
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
%1%R: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
%1%R: Level 3
Spells you cast from anywhere other than your hand cost %2 less to cast.
Advanced Stitchwing Creature
4 versions
Creature — Zombie Horror 3/4
Flying
%2%U, Discard two cards: Return this card from your graveyard to the battlefield tapped.
Advancing the Spirit Enchantment
Jumpstart
Enchantment
When this enchantment enters, draw a card.
You may pay %0 rather than pay the power-up cost of the first power-up ability you activate during each of your turns.
Advantageous Proclamation Conspiracy  
Conspiracy
(Start the game with this conspiracy face up in the command zone.)
Your minimum deck size is reduced by five.
Advent of the Wurm Instant
Selesnya deck
3 versions
Instant
Create a 5/5 green Wurm creature token with trample.
Adventure Awaits Sorcery
Landfall
2 versions
Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
Adventurer's Airship Artifact
[FFI]
Artifact — Vehicle 3/2
Flying
Whenever this Vehicle attacks, draw a card, then discard a card.
Crew 2
Adventurers' Guildhouse Land  
Land
Green legendary creatures you control have "bands with other legendary creatures."
Adventurer's Inn Land  
[FFIII]
Land — Town
When this land enters, you gain 2 life.
%T: Add %C.
Adventuring Gear Artifact
3 versions
Artifact — Equipment
Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.
Equip %1
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