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Sphinx of Uthuun (Duel Decks: Venser vs. Koth)

Sphinx of Uthuun

Duel Decks: Venser vs. Koth — rare

Creature — Sphinx

Sphinx of Uthuun (Duel Decks: Venser vs. Koth)

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Cards like Sphinx of Uthuun in Duel Decks: Venser vs. Koth:

Augury Owl

Augury Owl

Creature — Bird (1/1)

Flying
When Augury Owl enters the battlefield, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

8.1 /10
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Cryptic Annelid

Cryptic Annelid

Creature — Worm Beast (1/4)

When Cryptic Annelid enters the battlefield, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

7.2 /10
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Chartooth Cougar

Chartooth Cougar

Creature — Cat Beast (4/4)

: Chartooth Cougar gets +1/+0 until end of turn.
Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)

3.6 /10
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Sawtooth Loon

Sawtooth Loon

Creature — Bird (2/2)

Flying
When Sawtooth Loon enters the battlefield, return a white or blue creature you control to its owner's hand.
When Sawtooth Loon enters the battlefield, draw two cards, then put two cards from your hand on the bottom of your library.

3.1 /10
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Clone

Clone

Creature — Shapeshifter (0/0)

You may have Clone enter the battlefield as a copy of any creature on the battlefield.

9 /10
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Coral Fighters

Coral Fighters

Creature — Merfolk Soldier (1/1)

Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.

2.2 /10
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Jedits Dragoons

Jedit's Dragoons

Creature — Cat Soldier (2/5)

Vigilance
When Jedit's Dragoons enters the battlefield, you gain 4 life.

1 /10
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Neurok Invisimancer

Neurok Invisimancer

Creature — Human Wizard (2/1)

Neurok Invisimancer can't be blocked.
When Neurok Invisimancer enters the battlefield, target creature can't be blocked this turn.

3.7 /10
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Primal Plasma

Primal Plasma

Creature — Elemental Shapeshifter (0/0)

As Primal Plasma enters the battlefield, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.

1.9 /10
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Sunblast Angel

Sunblast Angel

Creature — Angel (4/5)

Flying
When Sunblast Angel enters the battlefield, destroy all tapped creatures.

9 /10
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Cache Raiders

Cache Raiders

Creature — Merfolk Rogue (4/4)

At the beginning of your upkeep, return a permanent you control to its owner's hand.

1.9 /10
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Greater Stone Spirit

Greater Stone Spirit

Creature — Elemental Spirit (4/4)

Greater Stone Spirit can't be blocked by creatures with flying.
: Until end of turn, target creature gets +0/+2 and gains ": This creature gets +1/+0 until end of turn."

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Bloodfire Colossus

Bloodfire Colossus

Creature — Giant (6/6)

, Sacrifice Bloodfire Colossus: It deals 6 damage to each creature and each player.

5.2 /10
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Earth Servant

Earth Servant

Creature — Elemental (4/4)

Earth Servant gets +0/+1 for each Mountain you control.

2 /10
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Minamo Sightbender

Minamo Sightbender

Creature — Human Wizard (1/2)

, : Target creature with power X or less can't be blocked this turn.

2.3 /10
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Scroll Thief

Scroll Thief

Creature — Merfolk Rogue (1/3)

Whenever Scroll Thief deals combat damage to a player, draw a card.

5.6 /10
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Slith Strider

Slith Strider

Creature — Slith (1/1)

Whenever Slith Strider becomes blocked, draw a card.
Whenever Slith Strider deals combat damage to a player, put a +1/+1 counter on it.

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Mistmeadow Witch

Mistmeadow Witch

Creature — Kithkin Wizard (1/1)

: Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.

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Pilgrims Eye

Pilgrim's Eye

Artifact Creature — Thopter (1/1)

Flying
When Pilgrim's Eye enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.

9 /10
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Windreaver

Windreaver

Creature — Elemental (1/3)

Flying
: Windreaver gains vigilance until end of turn.
: Windreaver gets +0/+1 until end of turn.
: Switch Windreaver's power and toughness until end of turn.
: Return Windreaver to its owner's hand.

1.4 /10
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