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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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Dash Hopes
( 2)
Instant
When you cast this spell, any player may pay 5 life. If a player does, counter Dash Hopes. Counter target spell.
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Dashing Bloodsucker
( 4)
Creature — Vampire Warrior
(2/5)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Dashing Bloodsucker gets +2/+0 and gains lifelink until end of turn.
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Daughter of Autumn
( 4)
Legendary Creature — Avatar
(2/4)
: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead.
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Daunting Defender
( 5)
Creature — Human Cleric
(3/3)
If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.
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Dauntless Aven
( 3)
Creature — Bird Warrior
(2/1)
Flying Whenever Dauntless Aven attacks, untap target creature you control.
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Dauntless Avenger
( 0)
Creature — Human Soldier
(3/2)
Whenever Dauntless Avenger attacks, return target creature card with mana value 2 or less from your graveyard to the battlefield tapped and attacking.
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Dauntless Bodyguard
( 1)
Creature — Human Knight
(2/1)
As Dauntless Bodyguard enters, choose another creature you control. Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
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Dauntless Cathar
( 3)
Creature — Human Soldier
(3/2)
, Exile Dauntless Cathar from your graveyard: Create a 1/1 white Spirit creature token with flying. Activate only as a sorcery.
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Dauntless Dismantler
( 2)
Creature — Human Artificer
(1/4)
Artifacts your opponents control enter tapped. , Sacrifice Dauntless Dismantler: Destroy each artifact with mana value X.
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Dauntless Dourbark
( 4)
Creature — Treefolk Warrior
(*/*)
Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control. Dauntless Dourbark has trample as long as you control another Treefolk.
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Dauntless Escort
( 3)
Creature — Rhino Soldier
(3/3)
Sacrifice Dauntless Escort: Creatures you control gain indestructible until end of turn.
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Dauntless River Marshal
( 2)
Creature — Human Soldier
(2/1)
Dauntless River Marshal gets +1/+1 as long as you control an Island. : Tap target creature.
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Dauntless Survivor
( 2)
Creature — Human Warrior
(1/1)
When Dauntless Survivor enters, put a +1/+1 counter on target creature.
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Dauntless Veteran
( 3)
Creature — Human Soldier
(2/2)
Whenever this creature attacks, creatures you control get +1/+1 until end of turn.
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Dauthi Cutthroat
( 2)
Creature — Dauthi Minion
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) , : Destroy target creature with shadow.
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Dauthi Embrace
( 3)
Enchantment
: Target creature gains shadow until end of turn. <I>(It can block or be blocked by only creatures with shadow.)</I>
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Dauthi Ghoul
( 2)
Creature — Dauthi Zombie
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever a creature with shadow dies, put a +1/+1 counter on Dauthi Ghoul.
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Dauthi Horror
( 2)
Creature — Dauthi Horror
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Horror can't be blocked by white creatures.
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Dauthi Jackal
( 3)
Creature — Dauthi Jackal
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) , Sacrifice Dauthi Jackal: Destroy target blocking creature.
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Dauthi Marauder
( 3)
Creature — Dauthi Minion
(3/1)
Shadow (This creature can block or be blocked by only creatures with shadow.)
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Dauthi Mercenary
( 3)
Creature — Dauthi Knight Mercenary
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) : Dauthi Mercenary gets +1/+0 until end of turn.
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Dauthi Mindripper
( 4)
Creature — Dauthi Minion
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Dauthi Mindripper attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.
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Dauthi Slayer
( 2)
Creature — Dauthi Soldier
(2/2)
Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Slayer attacks each combat if able.
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Dauthi Trapper
( 3)
Creature — Dauthi Minion
(1/1)
: Target creature gains shadow until end of turn. <I>(It can block or be blocked by only creatures with shadow.)</I>
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Dauthi Voidwalker
( 2)
Creature — Dauthi Rogue
(3/2)
Shadow (This creature can block or be blocked by only creatures with shadow.) If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it. , Sacrifice Dauthi Voidwalker: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
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Dauthi Warlord
( 2)
Creature — Dauthi Soldier
(*/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Warlord's power is equal to the number of creatures on the battlefield with shadow.
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D'Avenant Archer
( 3)
Creature — Human Soldier Archer
(1/2)
: D'Avenant Archer deals 1 damage to target attacking or blocking creature.
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D'Avenant Healer
( 3)
Creature — Human Cleric Archer
(1/2)
: D'Avenant Healer deals 1 damage to target attacking or blocking creature. : Prevent the next 1 damage that would be dealt to any target this turn.
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D'Avenant Trapper
( 3)
Creature — Human Archer
(3/2)
Whenever you cast a historic spell, tap target creature an opponent controls. (Artifacts, legendaries, and Sagas are historic.)
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Davriel, Rogue Shadowmage
( 3)
Legendary Planeswalker — Davriel
(3)
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, Davriel, Rogue Shadowmage deals 2 damage to them. −1: Target player discards a card.
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Davriel, Soul Broker
( 4)
Legendary Planeswalker — — Davriel
+1: Until your next turn, whenever an opponent attacks you and/or planeswalkers you control, they discard a card. If they can't, they sacrifice an attacking creature. −2: Accept one of Davriel's offers, then accept one of Davriel's conditions. −3: Target creature perpetually gets -3/-3.
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Davros, Dalek Creator
( 4)
Legendary Artifact Creature — Alien Scientist
(3/4)
Menace At the beginning of your end step, create a 3/3 black Dalek artifact creature token with menace if an opponent lost 3 or more life this turn. Then each opponent who lost 3 or more life this turn faces a villainous choice — You draw a card, or that player discards a card.
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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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Daxos of Meletis
( 3)
Legendary Creature — Human Soldier
(2/2)
Daxos of Meletis can't be blocked by creatures with power 3 or greater. Whenever Daxos of Meletis deals combat damage to a player, exile the top card of that player's library. You gain life equal to that card's mana value. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
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Daxos the Returned
( 3)
Legendary Creature — Zombie Soldier
(2/2)
Whenever you cast an enchantment spell, you get an experience counter. : Create a white and black Spirit enchantment creature token. It has "This creature's power and toughness are each equal to the number of experience counters you have."
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Daxos, Blessed by the Sun
( 2)
Legendary Enchantment Creature — Demigod
(2/*)
Daxos's toughness is equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.) Whenever another creature you control enters or dies, you gain 1 life.
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Daxos's Torment
( 4)
Enchantment
Constellation — Whenever Daxos's Torment or another enchantment you control enters, Daxos's Torment becomes a 5/5 Demon creature with flying and haste in addition to its other types until end of turn.
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Night // Day (Day)
( 3)
Instant
Creatures target player controls get +1/+1 until end of turn.
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Day of Destiny
( 4)
Legendary Enchantment
Legendary creatures you control get +2/+2.
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Day of the Dragons
( 7)
Enchantment
When Day of the Dragons enters, exile all creatures you control. Then create that many 5/5 red Dragon creature tokens with flying. When Day of the Dragons leaves the battlefield, sacrifice all Dragons you control. Then return the exiled cards to the battlefield under your control.
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Day of the Moon
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Choose a creature card name, then goad all creatures with a name chosen for Day of the Moon. (Until your next turn, they attack each combat if able and attack a player other than you if able.)
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Daybreak Chaplain
( 2)
Creature — Human Cleric
(1/3)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Daybreak Charger
( 2)
Creature — Unicorn
(3/1)
When Daybreak Charger enters, target creature gets +2/+0 until end of turn.
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