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All Suns' Dawn
( 5)
Sorcery
For each color, return up to one target card of that color from your graveyard to your hand. Exile All Suns' Dawn.
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Angel of Eternal Dawn
( 3)
Creature — — Angel
(2/4)
Flying When Angel of Eternal Dawn enters the battlefield, it becomes day. It can't become night. Your opponents can't cast spells with mana value greater than the number of turns they have begun.
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Angel of the Dawn
( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Ao, the Dawn Sky
( 5)
Legendary Creature — Dragon Spirit
(5/4)
Flying, vigilance When Ao, the Dawn Sky dies, choose one — • Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. • Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
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Cavalier of Dawn
( 5)
Creature — Elemental Knight
(4/6)
Vigilance When Cavalier of Dawn enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token. When Cavalier of Dawn dies, return target artifact or enchantment card from your graveyard to your hand.
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Celestial Dawn
( 3)
Enchantment
Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
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Congregation at Dawn
( 3)
Instant
Search your library for up to three creature cards, reveal them, then shuffle and put those cards on top in any order.
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Dusk // Dawn (Dawn)
( 5)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Return all creature cards with power 2 or less from your graveyard to your hand.
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Dawn Charm
( 2)
Instant
Choose one — • Prevent all combat damage that would be dealt this turn. • Regenerate target creature. • Counter target spell that targets you.
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Dawn Elemental
( 4)
Creature — Elemental
(3/3)
Flying Prevent all damage that would be dealt to Dawn Elemental.
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Dawn Evangel
( 3)
Enchantment Creature — Human Cleric
(2/3)
Whenever a creature dies, if an Aura you controlled was attached to it, return target creature card with mana value 2 or less from your graveyard to your hand.
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Dawn of a New Age
( 2)
Enchantment
Dawn of a New Age enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from Dawn of a New Age. If you do, draw a card. Then if Dawn of a New Age has no hope counters on it, sacrifice it and you gain 4 life.
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Dawn of Hope
( 2)
Enchantment
Whenever you gain life, you may pay . If you do, draw a card. : Create a 1/1 white Soldier creature token with lifelink.
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Dawn of the Dead
( 5)
Enchantment
At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
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Dawn to Dusk
( 4)
Sorcery
Choose one or both — • Return target enchantment card from your graveyard to your hand. • Destroy target enchantment.
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Dawnbreak Reclaimer
( 6)
Creature — Angel
(5/5)
Flying At the beginning of your end step, choose a creature card in an opponent's graveyard, then that player chooses a creature card in your graveyard. You may return those cards to the battlefield under their owners' control.
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Dawnbringer Charioteers
( 4)
Creature — Human Soldier
(2/4)
Flying, lifelink Heroic — Whenever you cast a spell that targets Dawnbringer Charioteers, put a +1/+1 counter on Dawnbringer Charioteers.
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Dawnbringer Cleric
( 2)
Creature — Human Cleric
(1/3)
When Dawnbringer Cleric enters, choose one — • Cure Wounds — You gain 2 life. • Dispel Magic — Destroy target enchantment. • Gentle Repose — Exile target card from a graveyard.
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Dawnfeather Eagle
( 5)
Creature — Bird
(3/3)
Flying When Dawnfeather Eagle enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Dawnfluke
( 4)
Creature — Elemental
(0/3)
Flash When Dawnfluke enters, prevent the next 3 damage that would be dealt to any target this turn. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Dawnglade Regent
( 7)
Creature — Elk
(8/8)
When Dawnglade Regent enters, you become the monarch. As long as you're the monarch, permanents you control have hexproof.
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Dawnglare Invoker
( 3)
Creature — Kor Wizard
(2/1)
Flying : Tap all creatures target player controls.
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Dawnhart Disciple
( 2)
Creature — Human Warlock
(2/2)
Whenever another Human you control enters, Dawnhart Disciple gets +1/+1 until end of turn.
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Dawnhart Geist
( 2)
Creature — Spirit Warlock
(1/3)
Whenever you cast an enchantment spell, you gain 2 life.
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Dawnhart Mentor
( 3)
Creature — Human Warlock
(0/4)
When Dawnhart Mentor enters, create a 1/1 white Human creature token. Coven — : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
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Dawnhart Rejuvenator
( 4)
Creature — Human Warlock
(2/4)
When Dawnhart Rejuvenator enters, you gain 3 life. : Add one mana of any color.
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Dawnhart Wardens
( 3)
Creature — Human Warlock
(3/3)
Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
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Dawning Angel
( 5)
Creature — Angel
(3/2)
Flying When Dawning Angel enters, you gain 4 life.
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Dawning Purist
( 3)
Creature — Human Cleric
(2/2)
Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Dawnray Archer
( 3)
Creature — Human Archer
(1/1)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) , : Dawnray Archer deals 1 damage to target attacking or blocking creature.
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Dawn's Reflection
( 4)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
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Dawn's Truce
( 2)
Instant
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
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Dawnstrider
( 2)
Creature — Dryad Spellshaper
(1/1)
, , Discard a card: Prevent all combat damage that would be dealt this turn.
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Dawnstrike Paladin
( 5)
Creature — Human Knight
(2/4)
Vigilance (Attacking doesn't cause this creature to tap.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Dawntreader Elk
( 2)
Creature — Elk
(2/2)
, Sacrifice Dawntreader Elk: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Dawnwing Marshal
( 2)
Creature — Cat Soldier
(2/2)
Flying : Creatures you control get +1/+1 until end of turn.
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Everdawn Champion
( 3)
Creature — Human Soldier
(2/2)
Prevent all combat damage that would be dealt to Everdawn Champion.
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False Dawn
( 2)
Sorcery
Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card.
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Gavony Dawnguard
( 3)
Creature — Human Soldier
(3/3)
Ward If it's neither day nor night, it becomes day as Gavony Dawnguard enters. Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Glistening Dawn
( 4)
Sorcery
Incubate X twice, where X is the number of lands you control. (To incubate X, create an Incubator token with X +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Herald of Eternal Dawn
( 7)
Creature — Angel
(6/6)
Flash (You may cast this spell any time you could cast an instant.) Flying You can't lose the game and your opponents can't win the game.
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Hinata, Dawn-Crowned
( 4)
Legendary Creature — Kirin Spirit
(4/4)
Flying, trample Spells you cast cost less to cast for each target. Spells your opponents cast cost more to cast for each target.
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Katilda, Dawnhart Martyr
( 3)
Legendary Creature — Spirit Warlock
(*/*)
Flying, lifelink, protection from Vampires Katilda, Dawnhart Martyr's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Katilda's Rising Dawn
( 0)
Legendary Enchantment — Aura
Enchant creature Enchanted creature has flying, lifelink, and protection from Vampires, and it gets +X/+X, where X is the number of permanents you control that are Spirits and/or enchantments. If Katilda's Rising Dawn would be put into a graveyard from anywhere, exile it instead.
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Kinjalli's Dawnrunner
( 3)
Creature — Human Scout
(1/1)
Double strike When Kinjalli's Dawnrunner enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Kitsune Dawnblade
( 5)
Creature — Fox Samurai
(2/3)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) When Kitsune Dawnblade enters, you may tap target creature.
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Knight Of Dawn (Knight of Dawn)
( 3)
Creature — Human Knight
(2/2)
First strike : Knight of Dawn gains protection from the color of your choice until end of turn.
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Knight of Dawn's Light
( 2)
Creature — Human Knight
(2/2)
First strike If you would gain life, you gain that much life plus 1 instead. : Knight of Dawn's Light gets +1/+1 until end of turn.
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Krond the Dawn-Clad
( 6)
Legendary Creature — Archon
(6/6)
Flying, vigilance Whenever Krond the Dawn-Clad attacks, if it's enchanted, exile target permanent.
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Lathiel, the Bounteous Dawn
( 4)
Legendary Creature — Unicorn
(2/2)
Lifelink At the beginning of each end step, if you gained life this turn, distribute up to that many +1/+1 counters among any number of other target creatures.
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Lyra Dawnbringer
( 5)
Legendary Creature — Angel
(5/5)
Flying First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Other Angels you control get +1/+1 and have lifelink.
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Myojin of Blooming Dawn
( 8)
Legendary Creature — Spirit
(4/6)
Myojin of Blooming Dawn enters with an indestructible counter on it if you cast it from your hand. Remove an indestructible counter from Myojin of Blooming Dawn: Create a 1/1 colorless Spirit creature token for each permanent you control.
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Paragon of New Dawns
( 4)
Creature — Human Soldier
(2/2)
Other white creatures you control get +1/+1. , : Another target white creature you control gains vigilance until end of turn. (Attacking doesn't cause it to tap.)
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Renewing Dawn
( 2)
Sorcery
You gain 2 life for each Mountain target opponent controls.
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Reya Dawnbringer
( 9)
Legendary Creature — Angel
(4/6)
Flying At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield.
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Sigil of the New Dawn
( 4)
Enchantment
Whenever a 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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We Ride at Dawn
( 3)
Enchantment
Legendary creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a legendary creature spell pays for or one mana of that creature's color.) Whenever your commander attacks, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
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Zetalpa, Primal Dawn
( 8)
Legendary Creature — Elder Dinosaur
(4/8)
Flying, double strike, vigilance, trample, indestructible
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Zirda, the Dawnwaker
( 3)
Legendary Creature — Elemental Fox
(3/3)
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana. , : Target creature can't block this turn.
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