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Modern, "fateful hour" (8)

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Break of Day
Break of Day 1White (2)
Instant

Creatures you control get +1/+1 until end of turn.

Fateful hour — If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Dark Ascension (Common)
Clinging Mists
Clinging Mists 2Green (3)
Instant

Prevent all combat damage that would be dealt this turn.

Fateful hour — If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step.

Dark Ascension (Common)
Faith's Shield
Faith's Shield White (1)
Instant

Target permanent you control gains protection from the color of your choice until end of turn.

Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.

Dark Ascension (Uncommon)
Gather the Townsfolk
Gather the Townsfolk 1White (2)
Sorcery

Create two 1/1 white Human creature tokens.

Fateful hour — If you have 5 or less life, create five of those tokens instead.

Duel Decks: Blessed vs. Cursed (Common)
Other Versions
Dark Ascension (Common)
Gavony Ironwright
Gavony Ironwright 2White (3)
Creature — Human Soldier (1/4)

Fateful hour — As long as you have 5 or less life, other creatures you control get +1/+4.

Dark Ascension (Uncommon)
Spell Snuff
Spell Snuff 1BlueBlue (3)
Instant

Counter target spell.

Fateful hour — If you have 5 or less life, draw a card.

Modern Horizons (Common)
Thraben Doomsayer
Thraben Doomsayer 1WhiteWhite (3)
Creature — Human Cleric (2/2)

Tap: Create a 1/1 white Human creature token.

Fateful hour — As long as you have 5 or less life, other creatures you control get +2/+2.

Ikoria Commander (Rare)
Other Versions
Dark Ascension (Rare)
Village Survivors
Village Survivors 4Green (5)
Creature — Human (4/5)

Vigilance

Fateful hour — As long as you have 5 or less life, other creatures you control have vigilance.

Dark Ascension (Uncommon)
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