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  1. Shields Up! Magic Cards

    Target artifact or creature you control gains hexproof and indestructible until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)

    2 Mana Value Instant common Star Trek
  2. When this creature enters, put a +1/+1 counter on target creature. You gain 1 life.

    1 Mana Value 0 Power 1 Toughness Artifact Creature — Illusion Doctor common Star Trek
  3. Ceti Eel Magic Cards

    When this creature enters, mill two cards, then put a +1/+1 counter on this creature for each artifact and/or creature card in your graveyard. (To mill two cards, put the top two cards of your library into your graveyard.)

    4 Mana Value 2 Power 2 Toughness Creature — Worm common Star Trek Commander
  4. When Will Riker enters, put a +1/+1 counter on another target creature you control.

    5 Mana Value 4 Power 5 Toughness Legendary Creature — Human Officer uncommon Star Trek Commander
  5. Ravenous Robots Magic Cards

    Whenever you cast an artifact spell, create a 1/1 colorless Robot artifact creature token. {R}, {T}: Creature tokens you control gain haste until end of turn.

    2 Mana Value 2 Power 1 Toughness Artifact Creature — Robot rare Teenage Mutant Ninja Turtles
  6. Flying When this creature enters, if you cast it, you may put a card you own from outside the game into your hand.

    5 Mana Value 5 Power 5 Toughness Creature — Dragon Spirit Avatar mythic Teenage Mutant Ninja Turtles
  7. Whenever Bebop & Rocksteady attack or block, sacrifice a permanent unless you discard a card.

    3 Mana Value 7 Power 5 Toughness Legendary Creature — Boar Rhino Mutant rare Teenage Mutant Ninja Turtles
  8. Technodrome Magic Cards

    Reach, trample This creature can't attack or block unless its power is 6 or greater. {T}, Sacrifice another artifact: Draw a card. Put a +1/+1 counter on this creature.

    2 Mana Value 3 Power 3 Toughness Artifact Creature — Construct mythic Teenage Mutant Ninja Turtles
  9. Skateboard Magic Cards

    When this Equipment enters, tap target permanent. Equipped creature gets +1/+0 and has haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

    1 Mana Value Artifact — Equipment uncommon Teenage Mutant Ninja Turtles
  10. When this artifact enters, draw a card. {1}, {T}, Sacrifice this artifact: Add one mana of any color. {2}, {T}, Sacrifice this artifact: You gain 3 life.

    2 Mana Value Artifact — Food common Teenage Mutant Ninja Turtles
  11. Flying When this creature enters, if you cast it, you may put a card you own from outside the game into your hand.

    5 Mana Value 5 Power 5 Toughness Creature — Dragon Spirit Avatar mythic Teenage Mutant Ninja Turtles
  12. Whenever Bebop & Rocksteady attack or block, sacrifice a permanent unless you discard a card.

    3 Mana Value 7 Power 5 Toughness Legendary Creature — Boar Rhino Mutant rare Teenage Mutant Ninja Turtles
  13. This spell costs {1} less to cast if you control a Turtle. Put a +1/+1 counter on target creature you control. It gains trample, hexproof, and indestructible until end of turn.

    2 Mana Value Instant uncommon Teenage Mutant Ninja Turtles
  14. Disappear — At the beginning of your end step, if a permanent left the battlefield under your control this turn, put a +1/+1 counter on Michelangelo.

    3 Mana Value 3 Power 3 Toughness Legendary Creature — Mutant Ninja Turtle common Teenage Mutant Ninja Turtles
  15. Cowabunga! Magic Cards

    Look at the top four cards of your library. You may reveal a Mutant, Ninja, Turtle, 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.

    1 Mana Value Sorcery common Teenage Mutant Ninja Turtles
  16. Alliance — Whenever another creature you control enters, Slash deals 2 damage to each opponent. Whenever Slash attacks, create a 2/2 red Mutant creature token.

    5 Mana Value 7 Power 5 Toughness Legendary Creature — Mutant Berserker T… rare Teenage Mutant Ninja Turtles
  17. Ravenous Robots Magic Cards

    Whenever you cast an artifact spell, create a 1/1 colorless Robot artifact creature token. {R}, {T}: Creature tokens you control gain haste until end of turn.

    2 Mana Value 2 Power 1 Toughness Artifact Creature — Robot rare Teenage Mutant Ninja Turtles
  18. During your turn, this creature has first strike. Whenever this creature attacks, you may discard a card. If you do, draw a card.

    3 Mana Value 3 Power 1 Toughness Creature — Mutant Mercenary common Teenage Mutant Ninja Turtles
  19. Hard-Won Jitte Magic Cards

    Equipped creature has double strike. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment uncommon Teenage Mutant Ninja Turtles
  20. At the beginning of your end step, draw a card for each card type among spells you've cast this turn.

    4 Mana Value 1 Power 5 Toughness Legendary Creature — Human Scientist rare Teenage Mutant Ninja Turtles