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{4}{U}
Enchantment
When ~this~ enters, exile the top five cards of your library.
Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with ~this~, sacrifice it. If you do, take an extra turn after this one.
Wanderwine Prophets
{4}{U}{U}
Creature -- Merfolk Wizard
4/4
Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.)
Whenever ~this~ deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.

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