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Fierce Invocation
{4}{R} | MV 5,00 | Sorcery
Manifest the top card of your library, then put two +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Premier printing importe : FRF #98 - common
Fierce Witchstalker
{2}{G}{G} | MV 4,00 | Creature — Wolf
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When this creature enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Premier printing importe : ELD #154 - common
Fiery Gambit
{2}{R} | MV 3,00 | Sorcery
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
Premier printing importe : MRD #90 - rare
Fifty Feet of Rope
{1} | MV 1,00 | Artifact
Climb Over — {T}: Target Wall can't block this turn. Tie Up — {3}, {T}: Target creature doesn't untap during its controller's next untap step. Rappel Down — {4}, {T}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Premier printing importe : AFR #244 - uncommon
Fighter Class
{R}{W} | MV 2,00 | Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. {1}{R}{W}: Level 2 Equip abilities you activate cost {2} less to activate. {3}{R}{W}: Level 3 Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Premier printing importe : AFR #222 - rare
























