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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 Leap
( 3)
Instant
Target creature gets +1/+1 and gains flying and first strike 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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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 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 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 Privilege
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature.
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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 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 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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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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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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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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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 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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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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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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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 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 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 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 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 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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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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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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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 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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Dawning Angel
( 5)
Creature — Angel
(3/2)
Flying When Dawning Angel enters, you gain 4 life.
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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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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, 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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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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Daysquad Marshal
( 4)
Creature — Human Soldier
(3/3)
When Daysquad Marshal enters, create a 1/1 white Human Soldier creature token.
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Dazzling Angel
( 3)
Creature — Angel
(2/3)
Flying Whenever another creature you control enters, you gain 1 life.
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Dazzling Beauty
( 3)
Instant
Cast this spell only during the declare blockers step. Target unblocked attacking creature becomes blocked. (This spell works on creatures that can't be blocked.) Draw a card at the beginning of the next turn's upkeep.
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Dazzling Denial
( 2)
Instant
Counter target spell unless its controller pays . If you control a Bird, counter that spell unless its controller pays instead.
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Dazzling Lights
( 1)
Instant
Target creature gets -3/-0 until end of turn. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Dazzling Reflection
( 2)
Instant
You gain life equal to target creature's power. The next time that creature would deal damage this turn, prevent that damage.
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Dazzling Sphinx
( 5)
Creature — Sphinx
(4/5)
Flying Whenever Dazzling Sphinx deals combat damage to a player, that player exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then that player puts the exiled cards that weren't cast this way on the bottom of their library in a random order.
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