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  1. 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.

    2 Mana Value Enchantment rare Mystery Booster 2
  2. When A Girl and Her Dogs enters the battlefield and at the beginning of your upkeep, create a 1/1 white legendary Dog creature token and name it. Whenever A Girl and Her Dogs attacks, it gets +1/+1 until end of turn for each legendary creature you control.

    5 Mana Value 3 Power 3 Toughness Creature — Human rare Mystery Booster 2
  3. Make a Stand Magic Cards

    Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

    3 Mana Value Instant uncommon The List
  4. Search your library for a basic land card, reveal it, put it into your hand, then shuffle this spell into its owner's library transformed. (For playtesting purposes, put it into its sleeve upside down.)

    1 Mana Value Sorcery common Mystery Booster 2
  5. 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.

    2 Mana Value Enchantment common Mystery Booster 2
  6. When A Girl and Her Dogs enters the battlefield and at the beginning of your upkeep, create a 1/1 white legendary Dog creature token and name it. Whenever A Girl and Her Dogs attacks, it gets +1/+1 until end of turn for each legendary creature you control.

    5 Mana Value 3 Power 3 Toughness Creature — Human common Mystery Booster 2
  7. Once Upon a Time Magic Cards

    If this spell is the first spell you've cast this game, you may cast it without paying its mana cost. Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

    2 Mana Value Instant rare Mystery Booster 2
  8. Chart a Course Magic Cards

    Draw two cards. Then discard a card unless you attacked this turn.

    2 Mana Value Sorcery uncommon Bloomburrow Commander
  9. Cut a Deal Magic Cards

    Each opponent draws a card, then you draw a card for each opponent who drew a card this way.

    3 Mana Value Sorcery uncommon Bloomburrow Commander
  10. Form a Posse Magic Cards

    Create X 1/1 red Mercenary creature tokens with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."

    2 Mana Value Sorcery uncommon Outlaws of Thunder Junction
  11. You may have Sakashima of a Thousand Faces enter the battlefield as a copy of another creature you control, except it has Sakashima of a Thousand Faces's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)

    4 Mana Value 3 Power 1 Toughness Legendary Creature — Human Rogue mythic Secret Lair Drop
  12. You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)

    4 Mana Value 3 Power 1 Toughness Legendary Creature — Human Rogue mythic Secret Lair Drop
  13. Once Upon a Time Magic Cards

    If this spell is the first spell you've cast this game, you may cast it without paying its mana cost. Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

    2 Mana Value Instant rare Mystery Booster
  14. Chart a Course Magic Cards

    Draw two cards. Then discard a card unless you attacked this turn.

    2 Mana Value Sorcery uncommon Mystery Booster
  15. Once Upon a Time Magic Cards

    If this spell is the first spell you've cast this game, you may cast it without paying its mana cost. Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

    2 Mana Value Instant rare The List
  16. Chart a Course Magic Cards

    Draw two cards. Then discard a card unless you attacked this turn.

    2 Mana Value Sorcery uncommon The List
  17. Get a Leg Up Magic Cards

    Until end of turn, target creature gets +1/+1 for each creature you control and gains reach.

    1 Mana Value Instant uncommon Murders at Karlov Manor
  18. When this enchantment enters, create a 1/1 white Human creature token, a 1/1 blue Merfolk creature token, and a 1/1 red Goblin creature token. Then secretly choose Human, Merfolk, or Goblin. Sacrifice this enchantment, Reveal the creature type you chose: If target attacking creature token is the chosen type, put three +1/+1 counters on it and it gains deathtouch until end of turn.

    5 Mana Value Enchantment uncommon Murders at Karlov Manor
  19. As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.) Each opponent sacrifices a creature of their choice. If evidence was collected, instead each opponent sacrifices a creature with the greatest power among creatures they control.

    2 Mana Value Sorcery common Murders at Karlov Manor
  20. This enchantment enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.

    2 Mana Value Enchantment mythic Lord of the Rings: Tales of Middle-Earth