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Daybreak Coronet
( 2)
Enchantment — Aura
Enchant creature with another Aura attached to it Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
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Dead Man's Chest
( 2)
Enchantment — Aura
Enchant creature an opponent controls When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
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Dead Weight
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-2.
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Deadapult
( 3)
Enchantment
, Sacrifice a Zombie: Deadapult deals 2 damage to any target.
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Deadbridge Chant
( 6)
Enchantment
When Deadbridge Chant enters the battlefield, mill ten cards. At the beginning of your upkeep, choose a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, put it into your hand.
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Deadfall
( 3)
Enchantment
Creatures with forestwalk can be blocked as though they didn't have forestwalk.
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Deadly Designs
( 2)
Enchantment
: Put a plot counter on Deadly Designs. Any player may activate this ability. When there are five or more plot counters on Deadly Designs, sacrifice it. If you do, destroy up to two target creatures.
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Deadly Wanderings
( 5)
Enchantment
As long as you control exactly one creature, that creature gets +2/+0 and has deathtouch and lifelink.
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Deafening Silence
( 1)
Enchantment
Each player can't cast more than one noncreature spell each turn.
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Death in Heaven
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Target player mills two cards, then exiles their graveyard. III — Put all creature cards exiled with Death in Heaven onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
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Death Match
( 4)
Enchantment
Whenever a creature enters the battlefield, that creature's controller may have target creature of their choice get -3/-3 until end of turn.
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Death Pit Offering
( 4)
Enchantment
When Death Pit Offering enters the battlefield, sacrifice all creatures you control. Creatures you control get +2/+2.
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Death Pits of Rath
( 5)
Enchantment
Whenever a creature is dealt damage, destroy it. It can't be regenerated.
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Death Watch
( 1)
Enchantment — Aura
Enchant creature When enchanted creature dies, its controller loses life equal to its power and you gain life equal to its toughness.
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Deathgrip
( 2)
Enchantment
: Counter target green spell.
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Deathreap Ritual
( 4)
Enchantment
Morbid — At the beginning of each end step, if a creature died this turn, you may draw a card.
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Death's Approach
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -X/-X, where X is the number of creature cards in its controller's graveyard.
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Death's Oasis
( 3)
Enchantment
Whenever a nontoken creature you control dies, mill two cards. Then return a creature card with lesser mana value than the creature that died from your graveyard to your hand. , Sacrifice Death's Oasis: You gain life equal to the highest mana value among creatures you control.
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Death's Presence
( 6)
Enchantment
Whenever a creature you control dies, put X +1/+1 counters on target creature you control, where X is the power of the creature that died.
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Debtor's Pulpit
( 5)
Enchantment — Aura
Enchant land Enchanted land has ": Tap target creature."
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Decaying Soil
( 3)
Enchantment
At the beginning of your upkeep, exile a card from your graveyard. Threshold — As long as seven or more cards are in your graveyard, Decaying Soil has "Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay . If you do, return that card to your hand."
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Declaration of Naught
( 2)
Enchantment
As Declaration of Naught enters the battlefield, choose a card name. : Counter target spell with the chosen name.
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Decomposition
( 2)
Enchantment — Aura
Enchant black creature Enchanted creature has "Cumulative upkeep—Pay 1 life." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.) When enchanted creature dies, its controller loses 2 life.
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Deep Freeze
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
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Deep Water
( 2)
Enchantment
: Until end of turn, if you tap a land you control for mana, it produces instead of any other type.
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Deeproot Pilgrimage
( 2)
Enchantment
Whenever one or more nontoken Merfolk you control become tapped, create a 1/1 blue Merfolk creature token with hexproof.
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Deeproot Waters
( 3)
Enchantment
Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Defang
( 2)
Enchantment — Aura
Enchant creature Prevent all damage that would be dealt by enchanted creature.
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Defenders of Humanity
( 3)
Enchantment
When Defenders of Humanity enters the battlefield, create X 2/2 white Astartes Warrior creature tokens with vigilance. , Exile Defenders of Humanity: Create X 2/2 white Astartes Warrior creature tokens with vigilance. Activate only if you control no creatures and only during your turn.
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Defense of the Heart
( 4)
Enchantment
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
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Defensive Formation
( 1)
Enchantment
Rather than the attacking player, you assign the combat damage of each creature attacking you. You can divide that creature's combat damage as you choose among any of the creatures blocking it.
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Defensive Stance
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -1/+1.
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Dega Sanctuary
( 3)
Enchantment
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.
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Dehydration
( 4)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature doesn't untap during its controller's untap step.
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Deification
( 2)
Enchantment
As Deification enters the battlefield, choose a planeswalker type. Planeswalkers you control of the chosen type have hexproof. As long as you control a creature, if damage dealt to a planeswalker you control of the chosen type would result in all loyalty counters on it being removed, instead all but one of those counters are removed.
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Delaying Shield
( 4)
Enchantment
If damage would be dealt to you, put that many delay counters on Delaying Shield instead. At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay .
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Deluge of the Dead
( 0)
Enchantment
When Deluge of the Dead enters the battlefield, create two 2/2 black Zombie creature tokens. : Exile target card from a graveyard. If it was a creature card, create a 2/2 black Zombie creature token.
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Delusions of Mediocrity
( 4)
Enchantment
When Delusions of Mediocrity enters the battlefield, you gain 10 life. When Delusions of Mediocrity leaves the battlefield, you lose 10 life.
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Demon of Fate's Design
( 6)
Enchantment Creature — Demon
(6/6)
Flying, trample Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost. , Sacrifice another enchantment: Demon of Fate's Design gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value.
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Demonic Appetite
( 1)
Enchantment — Aura
Enchant creature you control Enchanted creature gets +3/+3. At the beginning of your upkeep, sacrifice a creature.
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Demonic Embrace
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+1, has flying, and is a Demon in addition to its other types. You may cast Demonic Embrace from your graveyard by paying 3 life and discarding a card in addition to paying its other costs.
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Demonic Lore
( 3)
Enchantment
When Demonic Lore enters the battlefield, draw three cards. At the beginning of your end step, you lose 2 life for each card in your hand.
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Demonic Pact
( 4)
Enchantment
At the beginning of your upkeep, choose one that hasn't been chosen — • Demonic Pact deals 4 damage to any target and you gain 4 life. • Target opponent discards two cards. • Draw two cards. • You lose the game.
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Demonic Rising
( 5)
Enchantment
At the beginning of your end step, if you control exactly one creature, create a 5/5 black Demon creature token with flying.
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Demonic Ruckus
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has menace and trample. When Demonic Ruckus is put into a graveyard from the battlefield, draw a card. Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Demonic Torment
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature.
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Demonic Vigor
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. When enchanted creature dies, return that card to its owner's hand.
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Demotion
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't block, and its activated abilities can't be activated.
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Dense Canopy
( 2)
Enchantment
Creatures with flying can block only creatures with flying.
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Dense Foliage
( 3)
Enchantment
Creatures can't be the targets of spells.
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Descendants' Fury
( 4)
Enchantment
Whenever one or more creatures you control deal combat damage to a player, you may sacrifice one of them. If you do, reveal cards from the top of your library until you reveal a creature card that shares a creature type with the sacrificed creature. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
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Descendants' Path
( 3)
Enchantment
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.
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Descent into Avernus
( 3)
Enchantment
At the beginning of your upkeep, put two descent counters on Descent into Avernus. Then each player creates X Treasure tokens and Descent into Avernus deals X damage to each player, where X is the number of descent counters on Descent into Avernus.
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Descent into Madness
( 5)
Enchantment
At the beginning of your upkeep, put a despair counter on Descent into Madness, then each player exiles X permanents they control and/or cards from their hand, where X is the number of despair counters on Descent into Madness.
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Desert's Hold
( 3)
Enchantment — Aura
Enchant creature When Desert's Hold enters the battlefield, if you control a Desert or there is a Desert card in your graveyard, you gain 3 life. Enchanted creature can't attack or block, and its activated abilities can't be activated.
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Desolation
( 3)
Enchantment
At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land. Desolation deals 2 damage to each player who sacrificed a Plains this way.
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Despondency
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0. When Despondency is put into a graveyard from the battlefield, return Despondency to its owner's hand.
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Destiny Spinner
( 2)
Enchantment Creature — Human
(2/3)
Creature and enchantment spells you control can't be countered. : Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
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Destructive Flow
( 3)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonbasic land.
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Destructive Urge
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals combat damage to a player, that player sacrifices a land.
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Detainment Spell
( 1)
Enchantment — Aura
Enchant creature Enchanted creature's activated abilities can't be activated. : Attach Detainment Spell to target creature.
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Detention Sphere
( 3)
Enchantment
When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent. When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
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Detention Vortex
( 1)
Enchantment — Aura
Enchant nonland permanent Enchanted permanent can't attack or block, and its activated abilities can't be activated. : Destroy Detention Vortex. Only your opponents may activate this ability and only as a sorcery.
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Determined Iteration
( 2)
Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
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Deviant Glee
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has ": This creature gains trample until end of turn."
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Diabolic Servitude
( 4)
Enchantment
When Diabolic Servitude enters the battlefield, return target creature card from your graveyard to the battlefield. When the creature put onto the battlefield with Diabolic Servitude dies, exile it and return Diabolic Servitude to its owner's hand. When Diabolic Servitude leaves the battlefield, exile the creature put onto the battlefield with Diabolic Servitude.
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Dictate of Erebos
( 5)
Enchantment
Flash Whenever a creature you control dies, each opponent sacrifices a creature.
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Dictate of Karametra
( 5)
Enchantment
Flash Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
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Dictate of Kruphix
( 3)
Enchantment
Flash At the beginning of each player's draw step, that player draws an additional card.
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Dictate of the Twin Gods
( 5)
Enchantment
Flash If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Diplomatic Immunity
( 2)
Enchantment — Aura
Enchant creature Shroud (A permanent with shroud can't be the target of spells or abilities.) Enchanted creature has shroud.
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Dire Undercurrents
( 5)
Enchantment
Whenever a blue creature enters the battlefield under your control, you may have target player draw a card. Whenever a black creature enters the battlefield under your control, you may have target player discard a card.
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Disappear
( 4)
Enchantment — Aura
Enchant creature : Return enchanted creature and Disappear to their owners' hands.
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Discordant Dirge
( 5)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Discordant Dirge. , Sacrifice Discordant Dirge: Look at target opponent's hand and choose up to X cards from it, where X is the number of verse counters on Discordant Dirge. That player discards those cards.
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Discreet Retreat
( 4)
Enchantment — Aura
Enchant land Enchanted land has ": Add two mana of any one color. Spend this mana only to cast outlaw spells or activate abilities of outlaw sources." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) Whenever you cast your first outlaw spell each turn, you draw a card and you lose 1 life.
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Disinformation Campaign
( 3)
Enchantment
When Disinformation Campaign enters the battlefield, you draw a card and each opponent discards a card. Whenever you surveil, return Disinformation Campaign to its owner's hand.
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Dismiss into Dream
( 7)
Enchantment
Each creature your opponents control is an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability, sacrifice it."
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Disruption Aura
( 3)
Enchantment — Aura
Enchant artifact Enchanted artifact has "At the beginning of your upkeep, sacrifice this artifact unless you pay its mana cost."
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Dissipation Field
( 4)
Enchantment
Whenever a permanent deals damage to you, return it to its owner's hand.
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Disturbing Conversion
( 2)
Enchantment — Aura
Flash Enchant creature When Disturbing Conversion enters the battlefield, each player mills two cards. Enchanted creature gets -X/-0, where X is the number of cards in its controller's graveyard.
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Divine Favor
( 2)
Enchantment — Aura
Enchant creature When Divine Favor enters the battlefield, you gain 3 life. Enchanted creature gets +1/+3.
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Divine Intervention
( 8)
Enchantment
Divine Intervention enters the battlefield with two intervention counters on it. At the beginning of your upkeep, remove an intervention counter from Divine Intervention. When you remove the last intervention counter from Divine Intervention, the game is a draw.
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Divine Presence
( 3)
Enchantment
If a source would deal 4 or more damage to a permanent or player, that source deals 3 damage to that permanent or player instead.
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Divine Sacrament
( 3)
Enchantment
White creatures get +1/+1. Threshold — White creatures get an additional +1/+1 as long as seven or more cards are in your graveyard.
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Divine Visitation
( 5)
Enchantment
If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.
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Dizzying Gaze
( 1)
Enchantment — Aura
Enchant creature you control : Enchanted creature deals 1 damage to target creature with flying.
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Dockside Chef
( 1)
Enchantment Creature — Human Citizen
(1/2)
, Sacrifice an artifact or creature: Draw a card.
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Dogged Pursuit
( 4)
Enchantment
At the beginning of your end step, each opponent loses 1 life and you gain 1 life.
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Domestication
( 4)
Enchantment — Aura
Enchant creature You control enchanted creature. At the beginning of your end step, if enchanted creature's power is 4 or greater, sacrifice Domestication.
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Domineer
( 3)
Enchantment — Aura
Enchant artifact creature You control enchanted artifact creature.
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Done for the Day
( 3)
Enchantment
At the beginning of your end step, if you control an Employee, a Performer, or a Robot, you may get or create a Treasure token. If you control all three, you may put a sticker on a nonland permanent you own.
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Don't Try This at Home
( 2)
Enchantment
If a hot source you control would deal damage to a permanent or player, it deals that much damage plus 1 instead. (Something is hot if it has hot things in its art, like fire or explosions.) , Sacrifice Don't Try This at Home: It deals damage equal to twice the number of hot cards in your graveyard to target creature or planeswalker.
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Doom Foretold
( 4)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice Doom Foretold.
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