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  1. Hedron Crab Magic Cards

    Landfall — Whenever a land you control enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)

    1 Mana Value 0 Power 2 Toughness Creature — Crab rare Secret Lair Drop
  2. You may have this creature enter as a copy of any nonland permanent on the battlefield.

    4 Mana Value 0 Power 0 Toughness Creature — Shapeshifter mythic Secret Lair Drop
  3. You may have this creature enter as a copy of any creature on the battlefield. Renew — {2}{U}, Exile this card from your graveyard: Put a +1/+1 counter on target nonlegendary creature you control. Each other creature you control becomes a copy of that creature until end of turn. Activate only as a sorcery.

    4 Mana Value 0 Power 0 Toughness Creature — Snake Shapeshifter rare Tarkir: Dragonstorm
  4. Flying, deathtouch When this creature enters, exile up to two target cards from a single graveyard.

    6 Mana Value 3 Power 5 Toughness Creature — Dragon common Tarkir: Dragonstorm
  5. You may have this creature enter as a copy of any creature on the battlefield. Renew — {2}{U}, Exile this card from your graveyard: Put a +1/+1 counter on target nonlegendary creature you control. Each other creature you control becomes a copy of that creature until end of turn. Activate only as a sorcery.

    4 Mana Value 0 Power 0 Toughness Creature — Snake Shapeshifter rare Tarkir: Dragonstorm
  6. Perennation Magic Cards

    Return target permanent card from your graveyard to the battlefield with a hexproof counter and an indestructible counter on it.

    6 Mana Value Sorcery mythic Tarkir: Dragonstorm
  7. New Way Forward Magic Cards

    The next time a source of your choice would deal damage to you this turn, prevent that damage. When damage is prevented this way, New Way Forward deals that much damage to that source's controller and you draw that many cards.

    5 Mana Value Instant rare Tarkir: Dragonstorm
  8. First strike When this creature enters, copy the next spell you cast this turn when you cast it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

    3 Mana Value 3 Power 3 Toughness Creature — Human Monk rare Tarkir: Dragonstorm
  9. Destroy all creatures and enchantments. Draw a card for each permanent destroyed this way.

    8 Mana Value Sorcery mythic Tarkir: Dragonstorm
  10. Haste When Tersa Lightshatter enters, discard up to two cards, then draw that many cards. Whenever Tersa Lightshatter attacks, if there are seven or more cards in your graveyard, exile a card at random from your graveyard. You may play that card this turn.

    3 Mana Value 3 Power 3 Toughness Legendary Creature — Orc Wizard rare Tarkir: Dragonstorm
  11. Sonic Shrieker Magic Cards

    Flying When this creature enters, it deals 2 damage to any target and you gain 2 life. If a player is dealt damage this way, they discard a card.

    5 Mana Value 4 Power 4 Toughness Creature — Dragon uncommon Tarkir: Dragonstorm
  12. Riverwheel Sweep Magic Cards

    Tap target creature. Put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.

    6 Mana Value Sorcery uncommon Tarkir: Dragonstorm
  13. Kishla Skimmer Magic Cards

    Flying Whenever a card leaves your graveyard during your turn, draw a card. This ability triggers only once each turn.

    2 Mana Value 2 Power 2 Toughness Creature — Bird Scout uncommon Tarkir: Dragonstorm
  14. Hollowmurk Siege Magic Cards

    As this enchantment enters, choose Sultai or Abzan. • Sultai — Whenever a counter is put on a creature you control, draw a card. This ability triggers only once each turn. • Abzan — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains menace until end of turn.

    2 Mana Value Enchantment rare Tarkir: Dragonstorm
  15. Snakeskin Veil Magic Cards

    Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

    1 Mana Value Instant common Tarkir: Dragonstorm
  16. Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile up to one target card from a graveyard. Draw a card.

    2 Mana Value Instant common Tarkir: Dragonstorm
  17. Herd Heirloom Magic Cards

    {T}: Add one mana of any color. Spend this mana only to cast a creature spell. {T}: Until end of turn, target creature you control with power 4 or greater gains trample and "Whenever this creature deals combat damage to a player, draw a card."

    2 Mana Value Artifact rare Tarkir: Dragonstorm
  18. War Effort Magic Cards

    Creatures you control get +1/+0. Whenever you attack, create a 1/1 red Warrior creature token that's tapped and attacking. Sacrifice it at the beginning of the next end step.

    4 Mana Value Enchantment uncommon Tarkir: Dragonstorm
  19. Haste When Tersa Lightshatter enters, discard up to two cards, then draw that many cards. Whenever Tersa Lightshatter attacks, if there are seven or more cards in your graveyard, exile a card at random from your graveyard. You may play that card this turn.

    3 Mana Value 3 Power 3 Toughness Legendary Creature — Orc Wizard rare Tarkir: Dragonstorm
  20. When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell's mana value is 8 or less. If you don't, put that card into your hand. When a Dragon you control enters, return this enchantment to its owner's hand.

    5 Mana Value Enchantment uncommon Tarkir: Dragonstorm