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Darigaaz's Charm
( 3)
Instant
Choose one — • Return target creature card from your graveyard to your hand. • Darigaaz's Charm deals 3 damage to any target. • Target creature gets +3/+3 until end of turn.
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Daring Apprentice
( 3)
Creature — Human Wizard
(1/1)
, Sacrifice Daring Apprentice: Counter target spell.
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Daring Archaeologist
( 4)
Creature — Human Artificer
(3/3)
When Daring Archaeologist enters, you may return target artifact card from your graveyard to your hand. Whenever you cast a historic spell, put a +1/+1 counter on Daring Archaeologist. (Artifacts, legendaries, and Sagas are historic.)
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Daring Buccaneer
( 1)
Creature — Human Pirate
(2/2)
As an additional cost to cast this spell, reveal a Pirate card from your hand or pay .
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Daring Discovery
( 5)
Sorcery
Up to three target creatures can't block this turn. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Daring Escape
( 1)
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Scry 1.
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Daring Fiendbonder
( 4)
Creature — Human Warlock
(5/1)
Haste Daring Fiendbonder attacks each combat if able. , Exile Daring Fiendbonder from your graveyard: Put an indestructible counter on target creature. Activate only as a sorcery.
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Daring Leap
( 3)
Instant
Target creature gets +1/+1 and gains flying and first strike until end of turn.
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Daring Piracy
( 3)
Enchantment
At the beginning of combat on your turn, create a 1/1 red Pirate creature token with menace and haste. Exile it at the beginning of the next end step.
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Daring Saboteur
( 2)
Creature — Human Pirate
(2/1)
: Daring Saboteur can't be blocked this turn. Whenever Daring Saboteur deals combat damage to a player, you may draw a card. If you do, discard a card.
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Daring Skyjek
( 2)
Creature — Human Knight
(3/1)
Battalion — Whenever Daring Skyjek and at least two other creatures attack, Daring Skyjek gains flying until end of turn.
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Daring Sleuth
( 2)
Creature — Human Rogue
(2/1)
When you sacrifice a Clue, transform Daring Sleuth.
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Daring Thief
( 3)
Creature — Human Rogue
(2/3)
Inspired — Whenever Daring Thief becomes untapped, you may exchange control of target nonland permanent you control and target permanent an opponent controls that shares a card type with it.
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Daring Waverider
( 6)
Creature — Otter Wizard
(4/4)
When Daring Waverider enters, you may cast target instant or sorcery card with mana value 4 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
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Dark Apostle
( 4)
Creature — Astartes Warlock
(3/3)
Gift of Chaos — , : The next noncreature spell you cast this turn has cascade. (When you cast that spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Dark Banishing
( 3)
Instant
Destroy target nonblack creature. It can't be regenerated.
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Dark Bargain
( 4)
Instant
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
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Dark Confidant
( 2)
Creature — Human Wizard
(2/1)
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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Dark Dabbling
( 3)
Instant
Regenerate target creature. Draw a card. (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.) Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, also regenerate each other creature you control.
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Dark Deal
( 3)
Sorcery
Each player discards all the cards in their hand, then draws that many cards minus one.
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Dark Depths
( 0)
Legendary Snow Land
Dark Depths enters with ten ice counters on it. : Remove an ice counter from Dark Depths. When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
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Dark Favor
( 2)
Enchantment — Aura
Enchant creature When Dark Favor enters, you lose 1 life. Enchanted creature gets +3/+1.
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Dark Hatchling
( 6)
Creature — Horror
(3/3)
Flying When Dark Hatchling enters, destroy target nonblack creature. It can't be regenerated.
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Dark Impostor
( 3)
Creature — Vampire Assassin
(2/2)
: Exile target creature and put a +1/+1 counter on Dark Impostor. Dark Impostor has all activated abilities of all creature cards exiled with it.
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Dark Inquiry
( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
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Dark Intimations
( 5)
Sorcery
Each opponent sacrifices a creature or planeswalker of their choice, then discards a card. You return a creature or planeswalker card from your graveyard to your hand, then draw a card. When you cast a Bolas planeswalker spell, exile Dark Intimations from your graveyard. That planeswalker enters with an additional loyalty counter on it.
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Dark Maze
( 5)
Creature — Wall
(4/5)
Defender (This creature can't attack.) : Dark Maze can attack this turn as though it didn't have defender. Exile it at the beginning of the next end step.
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Dark Nourishment
( 5)
Instant
Dark Nourishment deals 3 damage to any target. You gain 3 life.
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Dark Offering
( 6)
Sorcery
Destroy target nonblack creature. You gain 3 life.
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Dark Petition
( 5)
Sorcery
Search your library for a card, put that card into your hand, then shuffle. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, add .
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Dark Privilege
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature.
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Dark Prophecy
( 3)
Enchantment
Whenever a creature you control dies, you draw a card and you lose 1 life.
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Dark Remedy
( 2)
Instant
Target creature gets +1/+3 until end of turn.
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Dark Revenant
( 4)
Creature — Spirit
(2/2)
Flying When Dark Revenant dies, put it on top of its owner's library.
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Dark Salvation
( 1)
Sorcery
Target player creates X 2/2 black Zombie creature tokens, then up to one target creature gets -1/-1 until end of turn for each Zombie that player controls.
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Dark Sphere
( 0)
Artifact
, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, prevent half that damage, rounded down.
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Dark Supplicant
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it onto the battlefield. If you search your library this way, shuffle.
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Dark Suspicions
( 4)
Enchantment
At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand.
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Dark Temper
( 3)
Instant
Dark Temper deals 2 damage to target creature. If you control a black permanent, destroy the creature instead.
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Dark Triumph
( 5)
Instant
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost. Creatures you control get +2/+0 until end of turn.
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Dark Tutelage
( 3)
Enchantment
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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Dark Withering
( 6)
Instant
Destroy target nonblack creature. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Darkblade Agent
( 3)
Creature — Human Assassin
(2/3)
As long as you've surveilled this turn, Darkblade Agent has deathtouch and "Whenever this creature deals combat damage to a player, you draw a card."
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Darkblast
( 1)
Instant
Target creature gets -1/-1 until end of turn. Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
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Dark-Dweller Oracle
( 2)
Creature — Goblin Shaman
(2/2)
, Sacrifice a creature: Exile the top card of your library. You may play that card this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
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Darkheart Sliver
( 2)
Creature — Sliver
(2/2)
All Slivers have "Sacrifice this permanent: You gain 3 life."
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Darkling Stalker
( 4)
Creature — Shade Spirit
(1/1)
: Regenerate Darkling Stalker. : Darkling Stalker gets +1/+1 until end of turn.
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Darklit Gargoyle
( 2)
Artifact Creature — Gargoyle
(1/2)
Flying : Darklit Gargoyle gets +2/-1 until end of turn.
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Darkmoss Bridge
( 0)
Artifact Land
Darkmoss Bridge enters tapped. Indestructible : Add or .
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Darkness
( 1)
Instant
Prevent all combat damage that would be dealt this turn.
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Darkpact
( 3)
Sorcery
Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top card of your library.
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Darkslick Drake
( 4)
Creature — Phyrexian Drake
(2/4)
Flying When Darkslick Drake dies, draw a card.
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Darkslick Shores
( 0)
Land
Darkslick Shores enters tapped unless you control two or fewer other lands. : Add or .
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Darkstar Augur
( 3)
Creature — Bat Warlock
(2/3)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Flying At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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Darksteel Axe
( 1)
Artifact — Equipment
Indestructible (Effects that say "destroy" don't destroy this artifact.) Equipped creature gets +2/+0. Equip
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Darksteel Brute
( 2)
Artifact
Indestructible (Damage and effects that say "destroy" don't destroy this artifact.) : Darksteel Brute becomes a 2/2 Beast artifact creature until end of turn.
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Darksteel Colossus
( 11)
Artifact Creature — Golem
(11/11)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Indestructible (Damage and effects that say "destroy" don't destroy this creature.) If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
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Darksteel Forge
( 9)
Artifact
Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)
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Darksteel Gargoyle
( 7)
Artifact Creature — Gargoyle
(3/3)
Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
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Darksteel Garrison
( 2)
Artifact — Fortification
Fortified land has indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)
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Darksteel Ingot
( 3)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) : Add one mana of any color.
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Darksteel Juggernaut
( 5)
Artifact Creature — Juggernaut
(*/*)
Indestructible Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control. Darksteel Juggernaut attacks each combat if able.
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Darksteel Monolith
( 8)
Artifact
Indestructible Once each turn, you may pay rather than pay the mana cost for a colorless spell you cast from your hand.
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Darksteel Mutation
( 2)
Enchantment — Aura
Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
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Darksteel Myr
( 3)
Artifact Creature — Myr
(0/1)
Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Darksteel Pendant
( 2)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) , : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Darksteel Plate
( 3)
Artifact — Equipment
Indestructible Equipped creature has indestructible. Equip
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Darksteel Reactor
( 4)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor. When Darksteel Reactor has twenty or more charge counters on it, you win the game.
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Darksteel Relic
( 0)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.)
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Darksteel Sentinel
( 6)
Artifact Creature — Golem
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Vigilance Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Darksteel Splicer
( 7)
Creature — Phyrexian Artificer
(1/1)
Whenever Darksteel Splicer or another nontoken Phyrexian you control enters, create X 3/3 colorless Phyrexian Golem artifact creature tokens, where X is the number of opponents you have. Golems you control have indestructible.
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Darkthicket Wolf
( 2)
Creature — Wolf
(2/2)
: Darkthicket Wolf gets +2/+2 until end of turn. Activate only once each turn.
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Darkwatch Elves
( 3)
Creature — Elf
(2/2)
Protection from black Cycling (, Discard this card: Draw a card.)
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Darling of the Masses
( 4)
Creature — Elf Citizen
(2/4)
Other Citizens you control get +1/+0. Whenever Darling of the Masses attacks, create a 1/1 green and white Citizen creature token.
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Dart Throw (Dart Throw (a))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches Dart Throw, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice Dart Throw, then open an Attraction. Lights — 2, 3, 4, 6
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Dart Throw (Dart Throw (b))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches Dart Throw, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice Dart Throw, then open an Attraction. Lights — 2, 3, 5, 6
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Dart Throw (Dart Throw (c))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches Dart Throw, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice Dart Throw, then open an Attraction. Lights — 2, 4, 5, 6
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Dart Throw (Dart Throw (d))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches Dart Throw, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice Dart Throw, then open an Attraction. Lights — 3, 4, 5, 6
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Darting Merfolk
( 2)
Creature — Merfolk
(1/1)
: Return Darting Merfolk to its owner's hand.
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Daru Cavalier
( 4)
Creature — Human Soldier
(2/2)
First strike When Daru Cavalier enters, you may search your library for a card named Daru Cavalier, reveal it, put it into your hand, then shuffle.
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Daru Healer
( 3)
Creature — Human Cleric
(1/2)
: Prevent the next 1 damage that would be dealt to any target this turn. 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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Daru Mender
( 1)
Creature — Human Cleric
(1/1)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Daru Mender is turned face up, regenerate target creature.
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Daru Sanctifier
( 4)
Creature — Human Cleric
(1/4)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Daru Sanctifier is turned face up, destroy target enchantment.
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Daru Spiritualist
( 2)
Creature — Human Cleric
(1/1)
Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.
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Daru Stinger
( 4)
Creature — Soldier
(1/1)
Amplify 1 (As this creature enters, put a +1/+1 counter on it for each Soldier card you reveal in your hand.) : Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature.
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Daru Warchief
( 4)
Creature — Human Soldier
(1/1)
Soldier spells you cast cost less to cast. Soldier creatures you control get +1/+2.
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Daryl, Hunter of Walkers
( 4)
Legendary Creature — Human Archer
(4/4)
At the beginning of your upkeep, target opponent creates three Walker tokens. : Daryl deals 2 damage to target creature. Whenever a Zombie an opponent controls dies, draw a card.
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