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  1. Creepy Doll Magic Cards

    Indestructible Whenever this creature deals combat damage to a creature, flip a coin. If you win the flip, destroy that creature.

    5 Mana Value 1 Power 1 Toughness Artifact Creature — Construct rare Innistrad
  2. Exile a creature card from your graveyard and pay its mana cost: Create a token that's a copy of that card. Activate only as a sorcery.

    6 Mana Value Enchantment rare Innistrad
  3. Zap Magic Cards

    Zap deals 1 damage to any target. Draw a card.

    3 Mana Value Instant common Invasion
  4. When this creature enters, draw a card, then discard a card.

    2 Mana Value 1 Power 2 Toughness Creature — Merfolk common Invasion
  5. Sway of Illusion Magic Cards

    Any number of target creatures become the color of your choice until end of turn. Draw a card.

    2 Mana Value Instant uncommon Invasion
  6. Skittish Kavu Magic Cards

    This creature gets +1/+1 as long as no opponent controls a white or blue creature.

    2 Mana Value 1 Power 1 Toughness Creature — Kavu uncommon Invasion
  7. Searing Rays Magic Cards

    Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.

    3 Mana Value Sorcery uncommon Invasion
  8. Recoil Magic Cards

    Return target permanent to its owner's hand. Then that player discards a card.

    3 Mana Value Instant common Invasion
  9. Kavu Lair Magic Cards

    Whenever a creature with power 4 or greater enters, its controller draws a card.

    3 Mana Value Enchantment rare Invasion
  10. Firebrand Ranger Magic Cards

    {G}, {T}: You may put a basic land card from your hand onto the battlefield.

    2 Mana Value 2 Power 1 Toughness Creature — Human Soldier Ranger uncommon Invasion
  11. Elvish Champion Magic Cards

    Other Elf creatures get +1/+1 and have forestwalk. (They can't be blocked as long as defending player controls a Forest.)

    3 Mana Value 2 Power 2 Toughness Creature — Elf rare Invasion
  12. You win the game if you control a land of each basic land type and a creature of each color.

    8 Mana Value Sorcery rare Invasion
  13. Aggressive Urge Magic Cards

    Target creature gets +1/+1 until end of turn. Draw a card.

    2 Mana Value Instant common Invasion
  14. Addle Magic Cards

    Choose a color. Target player reveals their hand and you choose a card of that color from it. That player discards that card.

    2 Mana Value Sorcery uncommon Invasion
  15. Windfall Magic Cards

    Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

    3 Mana Value Sorcery uncommon Iconic Masters
  16. Wall of Roots Magic Cards

    Defender Put a -0/-1 counter on this creature: Add {G}. Activate only once each turn.

    2 Mana Value 0 Power 5 Toughness Creature — Plant Wall common Iconic Masters
  17. Timberland Guide Magic Cards

    When this creature enters, put a +1/+1 counter on target creature.

    2 Mana Value 1 Power 1 Toughness Creature — Human Scout common Iconic Masters
  18. Thoughtseize Magic Cards

    Target player reveals their hand. You choose a nonland card from it. That player discards that card. You lose 2 life.

    1 Mana Value Sorcery rare Iconic Masters
  19. Whenever you cast a noncreature spell, you gain 2 life.

    4 Mana Value 2 Power 4 Toughness Creature — Human Monk common Iconic Masters
  20. Mishra's Bauble Magic Cards

    {T}, Sacrifice this artifact: Look at the top card of target player's library. Draw a card at the beginning of the next turn's upkeep.

    0 Mana Value Artifact uncommon Iconic Masters