MTG / Mystery Booster 2
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Call from the Grave (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0305
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Sorcery
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| Put a random creature from a random graveyard into play under your control. Call from the Grave deals to you an amount of damage equal to that creature's casting cost. | |
- NM
- EX
- VG
- G
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Champion of the Hareish (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0275
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1/1 Creature - Rabbit Soldier
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Buddy list (As this creature enters, if any of its creature types isn't on your buddy list, write one of them on your buddy list.) Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of the Hareish if one of that creature's creature types is on your buddy list. Otherwise, write one of its creature types on your buddy list. |
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- NM
- EX
- VG
- G
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Dakmor Sorceress
Mystery Booster 2
(R)
Collector #: 0127
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*/4 Creature - Human Wizard Sorcerer
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| Dakmor Sorceress's power is equal to the number of Swamps you control. | |
- NM
- EX
- VG
- G
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Duelists' Convocation International (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0293
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Enchantment
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When Duelists' Convocation International enters the battlefield, choose a 10-digit number at random and write it down. Whenever you play a land or cast a spell, if it shares a mana value with one or more uncrossed digits in the chosen number, cross out one of those digits and draw a card. Then if all ten digits are crossed out you win the game. |
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- NM
- EX
- VG
- G
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Essence of Ajani (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0277
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Emblem
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(As this spell resolves, put it into the command zone.) Whenever you cast a spell, you gain 1 life. |
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- NM
- EX
- VG
- G
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Heart of a Duelist (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0294
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Enchantment
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You may draw cards from anywhere in your library. (You don't get to look at them or reorder them while doing so.) When Heart of a Duelist enters the battlefield, draw a card. |
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- NM
- EX
- VG
- G
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Hish of the Snake Cult (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0356
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2/5 Legendary Creature - Snake
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Nagas and Serpents you control are Snakes. (We'll errata this to be true.) Snakes you control have daunt, deathtouch, and poisonous 2. (A creature with daunt can't be blocked by creatures with power 2 or less. Whenever a creature with poisonous 2 deals combat damage to a player, that player gets two poison counters.) |
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- NM
- EX
- VG
- G
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Jund 'Em Out (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0357
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Sorcery
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Retrace (Sorry, no room for reminder text.) Choose one at rando/m. Create a copy of the chosen card. You may cast the copy without paying its mana cost.
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- NM
- EX
- VG
- G
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Keeper of the Crown (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0339
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3/4 Creature - Human Noble
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(L can be paid with one mana from a legendary source.) Other legendary creatures you control get +1/+1 and have indestructible. Coronation of the Wilds Sorcery - Adventure Target creature you control becomes a legendary Noble in addition to its other types and gains " Draw a card. |
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- NM
- EX
- VG
- G
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Magus of the Chains (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0313
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2/2 Creature - Human Wizard
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| If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card. | |
- NM
- EX
- VG
- G
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Noble Ox (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0285
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2/4 Creature - Noble Ox
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Flash When Noble Ox enters the battlefield, all unblocked creatures attacking you become blocked by Noble Ox. Noble Ox can block any number of creatures. |
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- NM
- EX
- VG
- G
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Omenpath to Naya (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0379
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Land - Omenpath
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Vanishing 4 (This land enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) |
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- NM
- EX
- VG
- G
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Planeswalkerificate (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0328
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Enchantment - Aura
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Enchant creature you control Enchanted creature is a planeswalker in addition to its other types. Its toughness becomes its loyalty. (You change its toughness to activate loyalty abilities. Damage lowers toughness. Toughness doesn't heal at end of turn.) It can't block and gains the following abilities - [+1]: Add [-1]: Exile the top card of your library. You may play it this turn. [-X]: This planeswalker deals X damage to any target. |
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- NM
- EX
- VG
- G
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Runed Terror (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0371
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6/6 Artifact Creature - Elemental Champion
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| Instead of taking turns as normal, players take their phases sequentially. (For example, you take your beginning phase as the active player, then the next player in turn order becomes the active player and takes their beginning phase. After each player has had a beginning phase, do the same for first main, combat phase, second main, ending phase, and then beginning phase again. If this creature leaves the battlefield, the active player continues their turn as normal.) | |
- NM
- EX
- VG
- G
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Slumbering Waterways (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0381
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Land
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Slumbering Waterways enters the battlefield tapped. Flying, vigilance, trample |
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- NM
- EX
- VG
- G
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Stone Drake (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0363
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4/4 Creature - Drake
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Flying When Stone Drake enters the battlefield, choose one -
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- NM
- EX
- VG
- G
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Temur Elevator (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0382
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Land
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Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) |
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- NM
- EX
- VG
- G
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Terry Pin, Turboturtle (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0364
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4/3 Legendary Creature - Turtle Athlete
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Flash Haste You may ignore the words "Activate only as a sorcery" while activating abilities. |
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- NM
- EX
- VG
- G
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The Many Deeds of Belzenlok (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0314
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Enchantment - Saga
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I - Exile up to one target Saga card from a graveyard. Copy its chapter I ability. II - Exile up to one target Saga card from a graveyard. Copy its chapter II ability. III - Exile up to one target Saga card from a graveyard. Copy its chapter III ability. |
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- NM
- EX
- VG
- G
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Value Town (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0384
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Land - Town
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Value Town enters the battlefield tapped. Take a Trip to... Sorcery - Adventure Draw two cards. This spell deals 2 damage to each opponent. (Then exile this card. You may play the land later from exile.) |
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- NM
- EX
- VG
- G
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Lifetap
Mystery Booster 2
(U)
Collector #: 0125
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Enchantment
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| Whenever a Forest an opponent controls becomes tapped, you gain 1 life. | |
- NM
- EX
- VG
- G
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Colossal Dreadmaw
Mystery Booster 2
(C)
Collector #: 0067
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6/6 Creature - Dinosaur
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| Trample | |
- NM
- EX
- VG
- G
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Anax and Cymede & Kynaios and Tiro (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0350
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3/8 Legendary Creature - Human Soldier
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First strike, vigilance Heroic - Whenever you cast a spell that targets Anax and Cymede & Kynaios and Tiro, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card. |
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- NM
- EX
- VG
- G
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Blurry Visionary (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0290
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3/2 Creature - Human Wizard
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| When Blurry Visionary enters the battlefield, look at the top two cards of your library and put them back-to-back in the same sleeve with either card in front. They become a modal double-faced card for the rest of the game. Then put that card into your hand. (You can play either face of that double-faced card. Make sure to reset it when the game ends.) | |
- NM
- EX
- VG
- G
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Chatzuk, Mighty Guitarist (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0351
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2/2 Legendary Creature - Human Bard
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Banding (Just ask around until you find someone who knows.) Creature spells you cast with banding cost Whenever two or more creatures you control attack in a band, each creature in that band gets +1/+1 until end of turn for each creature in that band. |
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- NM
- EX
- VG
- G
276 - 300 of 363 results