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There are 243 productsSort
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Fearless Fledgling [Zendikar Rising]$0.30 CADSet: Zendikar Rising Type: Creature — Griffin Rarity: Uncommon Cost: {1}{W} Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on Fearless Fledgling. It gains flying until end of turn. Griffins nest in precarious places, so fledglings often find themselves taking th...
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Farsight Adept [Zendikar Rising]$0.30 CADSet: Zendikar Rising Type: Creature — Kor Wizard Rarity: Common Cost: {2}{W} When Farsight Adept enters the battlefield, you and target opponent each draw a card. "I've walked every one of the Teetering Peaks and never set a foot wrong. I can get you to safety."
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Expedition Healer [Zendikar Rising]$0.30 CADSet: Zendikar Rising Type: Creature — Kor Cleric Rarity: Common Cost: {1}{W} VigilanceExpedition Healer has lifelink as long as you control another Cleric. In any adventuring party, the cleric is the heart: healing wounds, inspiring courage, and raising morale.
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Disenchant [Zendikar Rising]$0.30 CADSet: Zendikar Rising Type: Instant Rarity: Common Cost: {1}{W} Destroy target artifact or enchantment. "From legend it was forged, and to legend it returns."
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Cliffhaven Sell-Sword [Zendikar Rising]$0.30 CADSet: Zendikar Rising Type: Creature — Kor Warrior Rarity: Common Cost: {1}{W} "I swing a sword. It's a simple life. A lot of adventurers just see me as some cheap muscle, but if my steel lets them return home with their lives and limbs intact, then I've done my job."
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Dauntless Unity [Zendikar Rising]$0.30 CADSet: Zendikar Rising Type: Instant Rarity: Common Cost: {1}{W} Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.)Creatures you control get +1/+1 until end of turn. If this spell was kicked, those creatures get +2/+1 until end of turn instead.
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Attended Healer [Zendikar Rising]$0.30 CADSet: Zendikar Rising Type: Creature — Kor Cleric Rarity: Uncommon Cost: {3}{W} Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token.{2}{W}: Another target Cleric gains lifelink until end of turn. "My cats have taught me more about the sacred than anything in some old...
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Angelheart Protector [Zendikar Rising]$0.30 CADSet: Zendikar Rising Type: Creature — Human Cleric Rarity: Common Cost: {2}{W} When Angelheart Protector enters the battlefield, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) "We shall persevere."
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Allied Assault [Zendikar Rising]$0.30 CADSet: Zendikar Rising Type: Instant Rarity: Uncommon Cost: {2}{W} Up to two target creatures each get +X/+X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) A common foe is the death of old hatreds. ...
Showing 235 -243 of 243 itemsAdded To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Le Grading Guide
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Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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