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  • Captive Weird // Compleated Conjurer

Captive Weird // Compleated Conjurer

Casting Cost:
u
Power / Toughness:
1 / 3
Card Text:
Defender

3r: Transform Captive Weird. Activate only as a sorcery. (rp can be paid with either r or 2 life.)

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When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.

3/3



 

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