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{R}: This creature gets +1/+0 until end of turn.
Dash {R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Zurgo can't block creatures with power 2 or greater.
Dash {1}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, exile the top card of your library. Until end of turn, you may play that card.
Other Goblin creatures you control attack each combat if able.
At the beginning of combat on your turn, create a 1/1 red Goblin creature token with haste.
Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Goblin.
Whenever this creature attacks, target creature can't block this turn.
Dash {2}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Stoke the Flames deals 4 damage to any target.
Exquisite Firecraft deals 4 damage to any target.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, this spell can't be countered.
Scouring Sands deals 1 damage to each creature your opponents control. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Haste
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
Whenever an opponent casts a noncreature spell, if this creature is renowned, this creature deals 2 damage to that player.
Whenever this creature attacks, target creature can't block this turn.
Dash {2}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.