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Doorkeeper
( 2)
Creature — Homunculus
(0/4)
Defender , : Target player mills X cards, where X is the number of creatures you control with defender.
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Doorkeeper Thrull
( 2)
Creature — Thrull
(1/2)
Flash Flying Artifacts and creatures entering don't cause abilities to trigger.
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Double Take
( 5)
Instant
Choose another player. You draw two cards. At the beginning of the first upkeep in your next game with that player, you draw two cards.
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Dragon Bell Monk
( 3)
Creature — Human Monk
(2/2)
Vigilance Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Dragon Mask
( 3)
Artifact
, : Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at the beginning of the next end step. (Return it only if it's on the battlefield.)
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Dragon Throne of Tarkir
( 4)
Legendary Artifact — Equipment
Equipped creature has defender and ", : Other creatures you control gain trample and get +X/+X until end of turn, where X is this creature's power." Equip
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Dragonhawk, Fate's Tempest
( 5)
Legendary Creature — Bird Dragon
(5/5)
Flying Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
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Dragon-Kami's Egg
( 0)
Enchantment Creature — Egg
(0/1)
Whenever Dragon-Kami's Egg or a Dragon you control dies, you may cast a creature spell from among cards you own in exile with hatching counters on them without paying its mana cost.
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Dragonkin Berserker
( 2)
Creature — Human Berserker
(2/2)
First strike Boast abilities you activate cost less to activate for each Dragon you control. Boast — : Create a 5/5 red Dragon creature token with flying. (Activate only if this creature attacked this turn and only once each turn.)
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Dragonlord Atarka
( 7)
Legendary Creature — Elder Dragon
(8/8)
Flying, trample When Dragonlord Atarka enters, it deals 5 damage divided as you choose among any number of target creatures and/or planeswalkers your opponents control.
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Dragonlord Dromoka
( 6)
Legendary Creature — Elder Dragon
(5/7)
This spell can't be countered. Flying, lifelink Your opponents can't cast spells during your turn.
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Dragonlord Kolaghan
( 6)
Legendary Creature — Elder Dragon
(6/5)
Flying, haste Other creatures you control have haste. Whenever an opponent casts a creature or planeswalker spell with the same name as a card in their graveyard, that player loses 10 life.
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Dragonskull Summit
( 0)
Land
Dragonskull Summit enters tapped unless you control a Swamp or a Mountain. : Add or .
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Dragonspark Reactor
( 2)
Artifact
Whenever Dragonspark Reactor or another artifact you control enters, put a charge counter on Dragonspark Reactor. , Sacrifice Dragonspark Reactor: It deals damage equal to the number of charge counters on it to target player and that much damage to up to one target creature.
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Dragonspeaker Shaman
( 3)
Creature — Human Barbarian Shaman
(2/2)
Dragon spells you cast cost less to cast.
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Dragonstalker
( 5)
Creature — Bird Soldier
(3/3)
Flying, protection from Dragons
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Draining Whelk
( 6)
Creature — Illusion
(1/1)
Flash Flying When Draining Whelk enters, counter target spell. Put X +1/+1 counters on Draining Whelk, where X is that spell's mana value.
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Drake Familiar
( 2)
Creature — Drake
(2/1)
Flying When Drake Familiar enters, sacrifice it unless you return an enchantment to its owner's hand.
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Drake Hatcher
( 2)
Creature — Human Wizard
(1/3)
Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature deals combat damage to a player, put that many incubation counters on it. Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
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Drake Hatchling
( 3)
Creature — Drake
(1/3)
Flying : Drake Hatchling gets +1/+0 until end of turn. Activate only once each turn.
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Drake Haven
( 3)
Enchantment
Whenever you cycle or discard a card, you may pay . If you do, create a 2/2 blue Drake creature token with flying.
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Drake Umbra
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has flying. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Drakestown Forgotten
( 5)
Creature — Zombie
(0/0)
Drakestown Forgotten enters with X +1/+1 counters on it, where X is the number of creature cards in all graveyards. , Remove a +1/+1 counter from Drakestown Forgotten: Target creature gets -1/-1 until end of turn.
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Drakuseth, Maw of Flames
( 7)
Legendary Creature — Dragon
(7/7)
Flying Whenever Drakuseth attacks, it deals 4 damage to any target and 3 damage to each of up to two other targets.
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Drana, Kalastria Bloodchief
( 5)
Legendary Creature — Vampire Shaman
(4/4)
Flying : Target creature gets -0/-X until end of turn and Drana, Kalastria Bloodchief gets +X/+0 until end of turn.
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Drana, Liberator of Malakir
( 3)
Legendary Creature — Vampire Ally
(2/3)
Flying, first strike Whenever Drana, Liberator of Malakir deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
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Dread Warlock
( 3)
Creature — Human Wizard Warlock
(2/2)
Dread Warlock can't be blocked except by black creatures.
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Dreadmalkin
( 1)
Creature — Zombie Cat
(1/1)
Menace (This creature can't be blocked except by two or more creatures.) , Sacrifice another creature or planeswalker: Put two +1/+1 counters on Dreadmalkin.
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Dream Stalker
( 2)
Creature — Illusion
(1/5)
When Dream Stalker enters, return a permanent you control to its owner's hand.
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Dreamdrinker Vampire
( 2)
Creature — Vampire
(2/1)
Lifelink : Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on Dreamdrinker Vampire, it gains menace until end of turn.
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Dreamshackle Geist
( 3)
Creature — Spirit
(3/1)
Flying At the beginning of combat on your turn, choose up to one — • Tap target creature. • Target creature doesn't untap during its controller's next untap step.
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Dreamstalker Manticore
( 3)
Enchantment Creature — Manticore
(4/2)
Whenever you cast your first spell during each opponent's turn, Dreamstalker Manticore deals 1 damage to any target.
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Drekavac
( 2)
Creature — Beast
(3/3)
When Drekavac enters, sacrifice it unless you discard a noncreature card.
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Drey Keeper
( 5)
Creature — Elf Druid
(2/2)
When Drey Keeper enters, create two 1/1 green Squirrel creature tokens. : Squirrels you control get +1/+0 and gain menace until end of turn.
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Drill-Skimmer
( 4)
Artifact Creature — Thopter
(2/1)
Flying Drill-Skimmer has shroud as long as you control another artifact creature. (It can't be the target of spells or abilities.)
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Drillworks Mole
( 1)
Artifact Creature — Mole
(1/1)
, : Put a +1/+1 counter on Drillworks Mole and a +1/+1 counter on up to one target commander creature you control.
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Drinker of Sorrow
( 3)
Creature — Horror
(5/3)
Drinker of Sorrow can't block. Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent.
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Drogskol Armaments
( 0)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. If Drogskol Armaments would be put into a graveyard from anywhere, exile it instead.
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Drogskol Captain
( 3)
Creature — Spirit Soldier
(2/2)
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
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Drogskol Cavalry
( 7)
Creature — Spirit Knight
(4/4)
Flying Whenever another Spirit you control enters, you gain 2 life. : Create a 1/1 white Spirit creature token with flying.
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Drogskol Infantry
( 2)
Creature — Spirit Soldier
(2/2)
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Drogskol Reaver
( 7)
Creature — Spirit
(3/5)
Flying Double strike (This creature deals both first-strike and regular combat damage.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, draw a card.
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Drogskol Reinforcements
( 4)
Creature — Spirit Soldier
(2/2)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Other Spirits you control have melee. Prevent all noncombat damage that would be dealt to Spirits you control.
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Drogskol Shieldmate
( 3)
Creature — Spirit Soldier
(2/3)
Flash (You may cast this spell any time you could cast an instant.) When Drogskol Shieldmate enters, other creatures you control get +0/+1 until end of turn.
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Dromoka Captain
( 3)
Creature — Human Soldier
(1/1)
First strike Whenever Dromoka Captain attacks, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Dromoka, the Eternal
( 5)
Legendary Creature — Dragon
(5/5)
Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
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Dromoka's Command
( 2)
Instant
Choose two — • Prevent all damage target instant or sorcery spell would deal this turn. • Target player sacrifices an enchantment of their choice. • Put a +1/+1 counter on target creature. • Target creature you control fights target creature you don't control.
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Dromoka's Gift
( 5)
Instant
Bolster 4. (Choose a creature with the least toughness among creatures you control and put four +1/+1 counters on it.)
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Dronepack Kindred
( 0)
Creature — Eldrazi Werewolf
(5/7)
Trample : Dronepack Kindred gets +1/+0 until end of turn.
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Dropkick Bomber
( 3)
Creature — Goblin Warrior
(2/3)
Other Goblins you control get +1/+1. : Until end of turn, another target Goblin you control gains flying and "When this creature deals combat damage, sacrifice it."
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Dross Skullbomb
( 1)
Artifact
, Sacrifice Dross Skullbomb: Draw a card. , Sacrifice Dross Skullbomb: Return target creature card from your graveyard to your hand. Draw a card. Activate only as a sorcery.
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Meat Locker // Drowned Diner (Drowned Diner)
( 5)
Enchantment — Room
When you unlock this door, draw three cards, then discard a card. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Drowned Rusalka
( 1)
Creature — Spirit
(1/1)
, Sacrifice a creature: Discard a card, then draw a card.
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Drudge Skeletons
( 2)
Creature — Skeleton
(1/1)
: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Druid of the Sacred Beaker
( 3)
Creature — Deer Bird Ape Druid
(2/2)
: Add for each Crossbreed Labs watermark among permanents you control.
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Dryad Greenseeker
( 2)
Creature — Dryad
(1/3)
: Look at the top card of your library. If it's a land card, you may reveal it and put it into your hand.
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Dual Strike
( 2)
Instant
When you next cast an instant or sorcery spell with mana value 4 or less this turn, copy that spell. You may choose new targets for the copy. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Duchess, Wayward Tavernkeep
( 4)
Legendary Creature — Human Citizen
(4/3)
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it. , Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with ", Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
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Duke Ulder Ravengard
( 6)
Legendary Creature — Human Noble Soldier
(5/5)
At the beginning of combat on your turn, another target creature you control gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Dukhara Peafowl
( 4)
Artifact Creature — Bird
(2/4)
: Dukhara Peafowl gains flying until end of turn.
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Dukhara Scavenger
( 6)
Creature — Crocodile
(4/6)
When Dukhara Scavenger enters, you may put target artifact or creature card from your graveyard on top of your library.
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Dungeoneer's Pack
( 3)
Artifact
Dungeoneer's Pack enters tapped. , , Sacrifice Dungeoneer's Pack: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Dusk Charger
( 4)
Creature — Horse
(3/3)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Dusk Charger gets +2/+2 as long as you have the city's blessing.
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Dusk Feaster
( 7)
Creature — Vampire
(4/5)
Delirium — This spell costs less to cast if there are four or more card types among cards in your graveyard. Flying
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Dusk Legion Dreadnought
( 5)
Artifact — Vehicle
(4/6)
Vigilance Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Dusk Legion Duelist
( 2)
Creature — Vampire Soldier
(2/2)
Vigilance Whenever one or more +1/+1 counters are put on Dusk Legion Duelist, draw a card. This ability triggers only once each turn.
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Dusk Legion Sergeant
( 2)
Creature — Vampire Soldier
(2/2)
Menace , Sacrifice Dusk Legion Sergeant: Each nontoken Vampire creature you control gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Dusk Legion Zealot
( 2)
Creature — Vampire Soldier
(1/1)
When Dusk Legion Zealot enters, you draw a card and you lose 1 life.
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Dusk Mangler
( 7)
Creature — Horror
(5/4)
As an additional cost to cast this spell, sacrifice a creature, discard a card, or pay 4 life. When Dusk Mangler enters, each opponent sacrifices a creature of their choice, discards a card, and loses 4 life.
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Dusk Rose Reliquary
( 1)
Artifact
As an additional cost to cast this spell, sacrifice an artifact or creature. Ward When Dusk Rose Reliquary enters, exile target artifact or creature an opponent controls until Dusk Rose Reliquary leaves the battlefield.
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Dusk Urchins
( 3)
Creature — Ouphe
(4/3)
Whenever Dusk Urchins attacks or blocks, put a -1/-1 counter on it. When Dusk Urchins dies, draw a card for each -1/-1 counter on it.
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Duskana, the Rage Mother
( 5)
Legendary Creature — Bear
(5/5)
When Duskana, the Rage Mother enters, draw a card for each creature you control with base power and toughness 2/2. Whenever a creature you control with base power and toughness 2/2 attacks, it gets +3/+3 until end of turn.
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Duskborne Skymarcher
( 1)
Creature — Vampire Cleric
(1/1)
Flying , : Target attacking Vampire gets +1/+1 until end of turn.
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Duskdale Wurm
( 7)
Creature — Wurm
(7/7)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Duskfang Mentor
( 3)
Creature — Human Cleric
(1/3)
When Duskfang Mentor enters, put a lifelink counter on target non-Human creature you control. , : Put a +1/+1 counter on each creature you control with lifelink.
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Duskhunter Bat
( 2)
Creature — Bat
(1/1)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.) Flying
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Duskmantle Operative
( 2)
Creature — Human Rogue
(2/2)
Duskmantle Operative can't be blocked by creatures with power 4 or greater.
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Duskmantle Prowler
( 4)
Creature — Vampire Rogue
(2/2)
Haste (This creature can attack and as soon as it comes under your control.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Duskmantle Seer
( 4)
Creature — Vampire Wizard
(4/4)
Flying At the beginning of your upkeep, each player reveals the top card of their library, loses life equal to that card's mana value, then puts it into their hand.
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Duskmourn's Domination
( 6)
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature gets -3/-0 and loses all abilities.
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Duskshell Crawler
( 2)
Creature — Insect
(0/3)
When Duskshell Crawler enters, put a +1/+1 counter on target creature. Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Duskwatch Recruiter
( 2)
Creature — Human Warrior Werewolf
(2/2)
: Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. At the beginning of each upkeep, if no spells were cast last turn, transform Duskwatch Recruiter.
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