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  1. First strike Whenever Alesha attacks, put a +1/+1 counter on it. Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.

    3 Mana Value 2 Power 2 Toughness Legendary Creature — Human Warrior rare Foundations
  2. At the beginning of your end step, choose one — • Put a +1/+1 counter on target creature you control. • Create a 3/3 green Raccoon creature token if you control a creature with power 4 or greater.

    3 Mana Value Enchantment rare Foundations
  3. {1}{R}: If Kellan is a Scout, it becomes a Human Faerie Detective and gains "Whenever Kellan deals combat damage to a player, exile the top card of your library. You may play that card this turn." {2}{R}: If Kellan is a Detective, it becomes a 3/2 Human Faerie Rogue and gains double strike.

    1 Mana Value 2 Power 1 Toughness Legendary Creature — Human Faerie Scout rare Foundations
  4. Flying Whenever this creature attacks, you may sacrifice another creature. If you do, put a +1/+1 counter on this creature. Whenever another nontoken creature dies, draw a card.

    5 Mana Value 5 Power 3 Toughness Creature — Vampire Noble rare Foundations
  5. Lunar Insight Magic Cards

    Draw a card for each different mana value among nonland permanents you control.

    3 Mana Value Sorcery rare Foundations
  6. Homunculus Horde Magic Cards

    Whenever you draw your second card each turn, create a token that's a copy of this creature.

    4 Mana Value 2 Power 2 Toughness Creature — Homunculus rare Foundations
  7. Drake Hatcher Magic Cards

    Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature deals combat damage to a player, put that many incubation counters on it. Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.

    2 Mana Value 1 Power 3 Toughness Creature — Human Wizard rare Foundations
  8. This spell can't be countered. Flying When this creature enters, look at the top five cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.

    6 Mana Value 5 Power 5 Toughness Creature — Sphinx rare Foundations
  9. Flying Whenever another Angel you control enters, put a +1/+1 counter on this creature.

    2 Mana Value 1 Power 3 Toughness Creature — Angel uncommon Foundations
  10. Flying Whenever you gain life, put a +1/+1 counter on this creature. Whenever you put one or more +1/+1 counters on this creature, draw a card. This ability triggers only once each turn.

    4 Mana Value 3 Power 3 Toughness Creature — Angel rare Foundations
  11. Celestial Armor Magic Cards

    Flash (You may cast this spell any time you could cast an instant.) When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn. Equipped creature gets +2/+0 and has flying. Equip {3}{W} ({3}{W}: Attach to target creature you control. Equip only as a sorcery.)

    3 Mana Value Artifact — Equipment rare Foundations
  12. Swiftfoot Boots Magic Cards

    Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment uncommon Foundations
  13. Landfall — Whenever a land you control enters, you gain 1 life and draw a card.

    5 Mana Value 3 Power 3 Toughness Legendary Creature — Merfolk Druid uncommon Foundations
  14. During each of your turns, you may play a land and cast a permanent spell of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)

    6 Mana Value 6 Power 6 Toughness Legendary Creature — Elemental Avatar mythic Foundations
  15. Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.

    5 Mana Value Creature — Horror rare Foundations
  16. Wildwood Scourge Magic Cards

    This creature enters with X +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on this creature.

    1 Mana Value 0 Power 0 Toughness Creature — Hydra uncommon Foundations
  17. {3}{G}: This creature becomes a Werewolf. Put two +1/+1 counters on it and you draw a card. Activate only once.

    1 Mana Value 1 Power 1 Toughness Creature — Human uncommon Foundations
  18. Doubling Season Magic Cards

    If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.

    5 Mana Value Enchantment mythic Foundations
  19. Flying, haste This creature attacks each combat if able. Ferocious — At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay {R}. If you do, return this card from your graveyard to the battlefield.

    3 Mana Value 2 Power 2 Toughness Creature — Phoenix rare Foundations
  20. Flying Whenever you cast a noncreature or Dragon spell, this creature deals 1 damage to each opponent.

    3 Mana Value 2 Power 2 Toughness Creature — Dragon uncommon Foundations