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Death Frenzy (Khans of Tarkir)

Death Frenzy

Khans of Tarkir — uncommon

Sorcery

Sets Death Frenzy has been printed in:

Death Frenzy (Khans of Tarkir)

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3.07/10

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Cards like Death Frenzy in Khans of Tarkir:

Rush of Battle

Rush of Battle

Sorcery

Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)

3 /10
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End Hostilities

End Hostilities

Sorcery

Destroy all creatures and all permanents attached to creatures.

6.7 /10
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Dutiful Return

Dutiful Return

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Return up to two target creature cards from your graveyard to your hand.

4.3 /10
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Master the Way

Master the Way

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Draw a card. Master the Way deals damage to any target equal to the number of cards in your hand.

4.6 /10
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Bitter Revelation

Bitter Revelation

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Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard. You lose 2 life.

5.2 /10
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Incremental Growth

Incremental Growth

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Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.

4.7 /10
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Rite of the Serpent

Rite of the Serpent

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Destroy target creature. If that creature had a +1/+1 counter on it, create a 1/1 green Snake creature token.

0.7 /10
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Roar of Challenge

Roar of Challenge

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All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.

7.8 /10
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See the Unwritten

See the Unwritten

Sorcery

Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard.
Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.

7.1 /10
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Arrow Storm

Arrow Storm

Sorcery

Arrow Storm deals 4 damage to any target.
Raid — If you attacked this turn, instead Arrow Storm deals 5 damage to that permanent or player and the damage can't be prevented.

2.3 /10
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KinTree Invocation

Kin-Tree Invocation

Sorcery

Create an X/X black and green Spirit Warrior creature token, where X is the greatest toughness among creatures you control.

4.2 /10
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Seek the Horizon

Seek the Horizon

Sorcery

Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.

6.9 /10
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Set Adrift

Set Adrift

Sorcery

Delve (Each card you exile from your graveyard while casting this spell pays for .)
Put target nonland permanent on top of its owner's library.

3.5 /10
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Flying Crane Technique

Flying Crane Technique

Instant

Untap all creatures you control. They gain flying and double strike until end of turn.

6.1 /10
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Savage Punch

Savage Punch

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Target creature you control fights target creature you don't control.
Ferocious — The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater.

6.7 /10
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Act of Treason

Act of Treason

Sorcery

Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)

8.5 /10
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Blinding Spray

Blinding Spray

Instant

Creatures your opponents control get -4/-0 until end of turn.
Draw a card.

1.3 /10
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Duneblast

Duneblast

Sorcery

Choose up to one creature. Destroy the rest.

8.5 /10
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Villainous Wealth

Villainous Wealth

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Target opponent exiles the top X cards of their library. You may cast any number of spells with mana value X or less from among them without paying their mana costs.

9.4 /10
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Dead Drop

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Delve (Each card you exile from your graveyard while casting this spell pays for .)
Target player sacrifices two creatures.

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