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Chill (Classic Sixth Edition)

Chill

Classic Sixth Edition — uncommon

Enchantment

Red spells cost more to cast.

"Temper, temper." —Ertai, wizard adept

Chill (Classic Sixth Edition)

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Enchantment

When Extraordinary Journey enters the battlefield, exile up to X target creatures. For each of those cards, its owner may play it for as long as it remains exiled.
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(Gain the next level as a sorcery to add its ability.)
The first artifact spell you cast each turn costs less to cast.
: Level 2
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Flash (You may cast this spell any time you could cast an instant.)
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Whenever Mischievous Catgeist deals combat damage to a player, draw a card.
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Enchant creature
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You may cast Mystic Veil as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
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Enchant artifact
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Whenever an opponent casts a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same mana value as the revealed card.

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Flash
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Whenever you cast a creature spell, you may pay . If you do, draw a card, then discard a card.

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Enchantment

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Enchantment — Aura

Enchant creature
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Whenever you cast a blue spell, target player mills two cards.

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