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Breaking    Entering (Dragon

Breaking // Entering

Dragon's Maze — rare

Sorcery // Sorcery

Target player mills eight cards.
Fuse (You may cast one or both halves of this card from your hand.)

Entering

Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)

Breaking    Entering (Dragon

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Catch // Release

Sorcery // Sorcery

Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn.
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Virtue of Persistence  Locthwain Scorn

Virtue of Persistence // Locthwain Scorn

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At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control.

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Grave Upheaval

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Put target creature card from a graveyard onto the battlefield under your control. It gains haste.
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Push  Pull

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Sorcery // Sorcery

Destroy target tapped creature.

Pull

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Reaper of Night // Harvest Fear

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Whenever Reaper of Night attacks, if defending player has two or fewer cards in hand, it gains flying until end of turn.

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Armed  Dangerous

Armed // Dangerous

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Target creature gets +1/+1 and gains double strike until end of turn.
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Untap target creature. It gets +2/+2 and gains lifelink until end of turn.

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Destined // Lead

Instant // Sorcery

Target creature gets +1/+0 and gains indestructible until end of turn.

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Onward // Victory

Instant // Sorcery

Target creature gets +X/+0 until end of turn, where X is its power.

Victory

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Target creature gains double strike until end of turn.

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Crime // Punishment

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Put target creature or enchantment card from an opponent's graveyard onto the battlefield under your control.

Punishment

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Down // Dirty

Sorcery // Sorcery

Target player discards two cards.
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Return target card from your graveyard to your hand.
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Sorcery

Choose three. You may choose the same mode more than once.
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Connive  Concoct

Connive // Concoct

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Gain control of target creature with power 2 or less.

Concoct

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Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled.
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Sorcery // Sorcery

Put three +1/+1 counters on target creature.
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Take

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