Magic the Gathering
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Magic the Gathering Cards
Showing 32 cards (page 209 of 3929).
Defense of the Heart{3}{G}At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice this enchantment, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
Force of Vigor{2}{G}{G}If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.

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Heroic Intervention{1}{G}Permanents you control gain hexproof and indestructible until end of turn.
Heroic Intervention{1}{G}Permanents you control gain hexproof and indestructible until end of turn.
Heroic Intervention{1}{G}Permanents you control gain hexproof and indestructible until end of turn.
Primal Vigor{4}{G}If one or more tokens would be created, twice that many of those tokens are created instead.
If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.
Rancor{G}Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Steely Resolve{1}{G}As this enchantment enters, choose a creature type.
Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
Unnatural Growth{1}{G}{G}{G}{G}At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
Anthem of Champions{G}{W}Creatures you control get +1/+1.
Force of Vigor{2}{G}{G}If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.Destroy up to two target artifacts and/or enchantments.

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Heroic Intervention{1}{G}Permanents you control gain hexproof and indestructible until end of turn.
Heroic Intervention{1}{G}Permanents you control gain hexproof and indestructible until end of turn.
Heroic Intervention{1}{G}Permanents you control gain hexproof and indestructible until end of turn.
Primal Vigor{4}{G}If one or more tokens would be created, twice that many of those tokens are created instead.If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.
Rancor{G}Enchant creatureEnchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Steely Resolve{1}{G}As this enchantment enters, choose a creature type.Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
Unnatural Growth{1}{G}{G}{G}{G}At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
Anthem of Champions{G}{W}Creatures you control get +1/+1.