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Wizards of the Coast
Iymrith, Desert Doom (AFR-062) - Adventures in the Forgotten Realms
Iymrith, Desert Doom (AFR-062) - Adventures in the Forgotten Realms
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NOT LEGAL
Standard
NOT LEGAL
Future
LEGAL
Historic
LEGAL
Gladiator
LEGAL
Pioneer
LEGAL
Explorer
LEGAL
Modern
LEGAL
Legacy
NOT LEGAL
Pauper
LEGAL
Vintage
NOT LEGAL
Penny
LEGAL
Commander
LEGAL
Oathbreaker
NOT LEGAL
Brawl
LEGAL
Historic Brawl
NOT LEGAL
Alchemy
NOT LEGAL
Pauper Commander
LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
Flying
Iymrith, Desert Doom has ward
as long as it's untapped.
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
Iymrith, Desert Doom has ward
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
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