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Sleight of Hand (Seventh Edition)

Sleight of Hand

Seventh Edition — common

Sorcery

Sleight of Hand rulings:

There are no rulings for Sleight of Hand.

Sleight of Hand (Seventh Edition)

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A Little Chat

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Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.)
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.

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When Sea Gate Oracle enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.

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Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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+1: Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
?1: Untap up to four target permanents.
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Teferi, Temporal Archmage can be your commander.

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Akal Pakal First Among Equals

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At the beginning of each player's end step, if an artifact entered the battlefield under your control this turn, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.

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Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
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Ral's Outburst deals 3 damage to any target. Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.

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+1: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
?3: Ral, Izzet Viceroy deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
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Talas Lookout

Talas Lookout

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When Talas Lookout dies, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.

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Tower Geist

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When Tower Geist enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.

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Waker of Waves

Waker of Waves

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Creatures your opponents control get -1/-0.
, Discard Waker of Waves: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.

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When Invasion of Alara enters the battlefield, exile cards from the top of your library until you exile two nonland cards with mana value 4 or less. You may cast one of those two cards without paying its mana cost. Put one of them into your hand. Then put the other cards exiled this way on the bottom of your library in a random order.

Awaken the Maelstrom

Awaken the Maelstrom is all colors.
Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.

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Flash
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Whenever you cast your first spell during each opponent's turn, look at the top two cards of your library. Put one of those cards into your hand and the other into your graveyard.

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, , Sacrifice Orazca Puzzle-Door: Look at the top two cards of your library. Put one of those cards into your hand and the other into your graveyard.

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Legendary Enchantment — Background

Commander creatures you own have "The first time you would draw a card each turn, instead look at the top two cards of your library. Put one of them into your graveyard and the other back on top of your library. Then draw a card."

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Advice from the Fae

Sorcery

( can be paid with any two mana or with . This card's mana value is 6.)
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If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead.
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+1: Look at the top two cards of your library. Put one of them into your graveyard.
?3: Return another target nonland permanent to its owner's hand.
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