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Deadshot Minotaur
( 5)
Creature — Minotaur
(3/4)
When Deadshot Minotaur enters, it deals 3 damage to target creature with flying. Cycling (, Discard this card: Draw a card.)
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Deadwood Treefolk
( 6)
Creature — Treefolk
(3/6)
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Deadwood Treefolk enters or leaves the battlefield, return another target creature card from your graveyard to your hand.
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Deal Broker
( 3)
Artifact Creature — Construct
(2/3)
Draft Deal Broker face up. Immediately after the draft, you may reveal a card in your card pool. Each other player may offer you one card in their card pool in exchange. You may accept any one offer. : Draw a card, then discard a card.
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Dearly Departed
( 6)
Creature — Spirit
(5/5)
Flying As long as Dearly Departed is in your graveyard, each Human creature you control enters with an additional +1/+1 counter on it.
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Death Baron
( 3)
Creature — Zombie Wizard
(2/2)
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
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Death Charmer
( 3)
Creature — Worm Mercenary
(2/2)
Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless they pay .
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Death Cultist
( 1)
Creature — Human Wizard
(1/1)
Sacrifice Death Cultist: Target player loses 1 life and you gain 1 life.
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Death Kiss
( 6)
Creature — Beholder
(5/5)
Whenever a creature an opponent controls attacks one of your opponents, double its power until end of turn. : Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) When Death Kiss becomes monstrous, goad up to X target creatures your opponents control.
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Death Tyrant
( 5)
Creature — Beholder Skeleton
(4/6)
Menace Negative Energy Cone — Whenever an attacking creature you control or a blocking creature an opponent controls dies, create a 2/2 black Zombie creature token. : Return Death Tyrant from your graveyard to the battlefield tapped.
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Deathbellow Raider
( 2)
Creature — Minotaur Berserker
(2/3)
Deathbellow Raider attacks each combat if able. : Regenerate Deathbellow Raider.
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Deathbloom Ritualist
( 5)
Creature — Elf Warlock
(3/5)
: Add X mana of any one color, where X is the number of creature cards in your graveyard.
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Deathbloom Thallid
( 3)
Creature — Fungus
(3/2)
When Deathbloom Thallid dies, create a 1/1 green Saproling creature token.
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Deathbonnet Hulk
( 0)
Creature — Fungus Horror
(3/3)
At the beginning of your upkeep, you may exile a card from a graveyard. If a creature card was exiled this way, put a +1/+1 counter on Deathbonnet Hulk.
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Deathbonnet Sprout
( 1)
Creature — Fungus
(1/1)
At the beginning of your upkeep, mill a card. Then if there are three or more creature cards in your graveyard, transform Deathbonnet Sprout. (To mill a card, put the top card of your library into your graveyard.)
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Deathbringer Liege
( 5)
Creature — Horror
(3/4)
Other white creatures you control get +1/+1. Other black creatures you control get +1/+1. Whenever you cast a white spell, you may tap target creature. Whenever you cast a black spell, you may destroy target creature if it's tapped.
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Deathbringer Regent
( 7)
Creature — Dragon
(5/6)
Flying When Deathbringer Regent enters, if you cast it from your hand and there are five or more other creatures on the battlefield, destroy all other creatures.
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Deathbringer Thoctar
( 6)
Creature — Zombie Beast
(3/3)
Whenever another creature dies, you may put a +1/+1 counter on Deathbringer Thoctar. Remove a +1/+1 counter from Deathbringer Thoctar: It deals 1 damage to any target.
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Deathcap Cultivator
( 2)
Creature — Human Druid
(2/1)
: Add or . Delirium — Deathcap Cultivator has deathtouch as long as there are four or more card types among cards in your graveyard.
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Deathcap Marionette
( 2)
Creature — Fungus
(1/1)
Deathtouch When Deathcap Marionette enters, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
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Deathcoil Wurm
( 8)
Creature — Wurm
(7/6)
You may have Deathcoil Wurm assign its combat damage as though it weren't blocked.
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Deathcult Rogue
( 3)
Creature — Human Rogue
(2/2)
Deathcult Rogue can't be blocked except by Rogues.
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Deathcurse Ogre
( 6)
Creature — Ogre Warrior
(3/3)
When Deathcurse Ogre dies, each player loses 3 life.
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Deathforge Shaman
( 5)
Creature — Ogre Shaman
(4/3)
Multikicker (You may pay an additional any number of times as you cast this spell.) When Deathforge Shaman enters, it deals damage to target player or planeswalker equal to twice the number of times it was kicked.
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Deathgaze Cockatrice
( 4)
Creature — Cockatrice
(2/2)
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Deathgazer
( 4)
Creature — Lizard
(2/2)
Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.
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Deathgorge Scavenger
( 3)
Creature — Dinosaur
(3/2)
Whenever Deathgorge Scavenger enters or attacks, you may exile target card from a graveyard. If a creature card is exiled this way, you gain 2 life. If a noncreature card is exiled this way, Deathgorge Scavenger gets +1/+1 until end of turn.
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Deathgreeter
( 1)
Creature — Human Shaman
(1/1)
Whenever another creature dies, you may gain 1 life.
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Death-Greeter's Champion
( 3)
Creature — Human Warrior
(2/1)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.) Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Double strike
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Deathknell Berserker
( 2)
Creature — Elf Berserker
(2/2)
When Deathknell Berserker dies, if its power was 3 or greater, create a 2/2 black Zombie Berserker creature token.
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Deathknell Kami
( 2)
Creature — Spirit
(0/1)
Flying : Deathknell Kami gets +1/+1 until end of turn. Sacrifice it at the beginning of the next end step. Soulshift 1 (When this creature dies, you may return target Spirit card with mana value 1 or less from your graveyard to your hand.)
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Deathleaper, Terror Weapon
( 4)
Legendary Creature — Tyranid
(3/3)
Flash Haste Flesh Hooks — Creatures you control that entered this turn have double strike.
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Deathless Ancient
( 6)
Creature — Vampire Knight
(4/4)
Flying Tap three untapped Vampires you control: Return Deathless Ancient from your graveyard to your hand.
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Deathless Angel
( 6)
Creature — Angel
(5/7)
Flying : Target creature gains indestructible until end of turn.
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Deathless Behemoth
( 6)
Creature — Eldrazi
(6/6)
Vigilance Sacrifice two Eldrazi Scions: Return Deathless Behemoth from your graveyard to your hand. Activate only as a sorcery.
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Deathless Knight
( 4)
Creature — Skeleton Knight
(4/2)
Haste When you gain life for the first time each turn, return Deathless Knight from your graveyard to your hand.
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Fell Horseman (Deathly Ride)
( 2)
Sorcery — Adventure
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
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Death-Mask Duplicant
( 7)
Artifact Creature — Shapeshifter
(5/5)
Imprint — : Exile target creature card from your graveyard. As long as a card exiled with Death-Mask Duplicant has flying, Death-Mask Duplicant has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample.
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Deathmask Nezumi
( 3)
Creature — Rat Shaman
(2/2)
As long as you have seven or more cards in hand, Deathmask Nezumi gets +2/+1 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
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Deathmist Raptor
( 3)
Creature — Dinosaur Beast
(3/3)
Deathtouch Whenever a permanent you control is turned face up, you may return Deathmist Raptor from your graveyard to the battlefield face up or face down. Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
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Death-Priest of Myrkul
( 4)
Creature — Tiefling Cleric
(2/2)
Skeletons, Vampires, and Zombies you control get +1/+1. At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 1/1 black Skeleton creature token.
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Death-Rattle Oni
( 7)
Creature — Demon Spirit
(5/4)
Flash This spell costs less to cast for each creature that died this turn. When Death-Rattle Oni enters, destroy all other creatures that were dealt damage this turn.
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Death's Shadow
( 1)
Creature — Avatar
(13/13)
Death's Shadow gets -X/-X, where X is your life total.
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Death's-Head Buzzard
( 3)
Creature — Bird
(2/1)
Flying When Death's-Head Buzzard dies, all creatures get -1/-1 until end of turn.
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Deathspore Thallid
( 2)
Creature — Zombie Fungus
(1/1)
At the beginning of your upkeep, put a spore counter on Deathspore Thallid. Remove three spore counters from Deathspore Thallid: Create a 1/1 green Saproling creature token. Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.
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Debtors' Transport
( 6)
Creature — Thrull
(5/3)
Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
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Decadent Dragon
( 4)
Creature — Dragon
(4/4)
Flying, trample Whenever Decadent Dragon attacks, create a Treasure token.
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Deceiver Exarch
( 3)
Creature — Phyrexian Cleric
(1/4)
Flash (You may cast this spell any time you could cast an instant.) When Deceiver Exarch enters, choose one — • Untap target permanent you control. • Tap target permanent an opponent controls.
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Deceiver of Form
( 7)
Creature — Eldrazi
(8/8)
( represents colorless mana.) At the beginning of combat on your turn, reveal the top card of your library. If a creature card is revealed this way, you may have creatures you control other than Deceiver of Form become copies of that card until end of turn. You may put that card on the bottom of your library.
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Decimator Beetle
( 5)
Creature — Insect
(4/5)
When Decimator Beetle enters, put a -1/-1 counter on target creature you control. Whenever Decimator Beetle attacks, remove a -1/-1 counter from target creature you control and put a -1/-1 counter on up to one target creature defending player controls.
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Decimator of the Provinces
( 10)
Creature — Eldrazi Boar
(7/7)
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, creatures you control get +2/+2 and gain trample until end of turn. Trample, haste
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Decorated Champion
( 2)
Creature — Elf Warrior
(2/2)
Whenever another Warrior your team controls enters, put a +1/+1 counter on Decorated Champion.
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Decorated Griffin
( 5)
Creature — Griffin
(2/3)
Flying : Prevent the next 1 combat damage that would be dealt to you this turn.
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Dedicated Martyr
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice Dedicated Martyr: You gain 3 life.
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Dee Kay, Finder of the Lost
( 3)
Legendary Creature — Zombie Employee
(1/4)
When Dee Kay, Finder of the Lost enters, open an Attraction. Whenever you roll a 2, each opponent loses 1 life and you gain 1 life. Whenever you roll a 4, you may tap or untap target artifact or creature. Whenever you roll a 6, return target creature card from your graveyard to your hand.
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Deekah, Fractal Theorist
( 5)
Legendary Creature — Human Wizard
(3/3)
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is that spell's mana value. : Target creature token can't be blocked this turn.
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Deep Forest Hermit
( 5)
Creature — Elf Druid
(1/1)
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Deep Forest Hermit enters, create four 1/1 green Squirrel creature tokens. Squirrels you control get +1/+1.
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Deep Gnome Terramancer
( 2)
Creature — Gnome Wizard
(2/2)
Flash Mold Earth — Whenever one or more lands enter under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle. Do this only once each turn.
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Deep Goblin Skulltaker
( 3)
Creature — Goblin Warrior
(2/2)
Menace At the beginning of your end step, if you descended this turn, put a +1/+1 counter on Deep Goblin Skulltaker. (You descended if a permanent card was put into your graveyard from anywhere.)
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Deep Spawn
( 8)
Creature — Homarid
(6/6)
Trample At the beginning of your upkeep, sacrifice Deep Spawn unless you mill two cards. : Deep Spawn gains shroud until end of turn and doesn't untap during your next untap step. Tap Deep Spawn. (A creature with shroud can't be the target of spells or abilities.)
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Deep-Cavern Bat
( 2)
Creature — Bat
(1/1)
Flying, lifelink When Deep-Cavern Bat enters, look at target opponent's hand. You may exile a nonland card from it until Deep-Cavern Bat leaves the battlefield.
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Deepcavern Imp
( 3)
Creature — Imp Rebel
(2/2)
Flying, haste Echo—Discard a card. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Deepchannel Mentor
( 6)
Creature — Merfolk Rogue
(2/2)
Blue creatures you control can't be blocked.
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Deepfathom Echo
( 4)
Creature — Merfolk Spirit
(4/4)
At the beginning of combat on your turn, Deepfathom Echo explores. Then you may have it become a copy of another creature you control until end of turn. (To have this creature explore, 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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Deepfathom Skulker
( 6)
Creature — Eldrazi
(4/4)
Devoid (This card has no color.) Whenever a creature you control deals combat damage to a player, you may draw a card. : Target creature can't be blocked this turn. ( represents colorless mana.)
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Deepglow Skate
( 5)
Creature — Fish
(3/3)
When Deepglow Skate enters, double the number of each kind of counter on any number of target permanents.
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Deepmuck Desperado
( 3)
Creature — Homarid Mercenary
(2/4)
Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Deeproot Champion
( 2)
Creature — Merfolk Shaman
(1/1)
Whenever you cast a noncreature spell, put a +1/+1 counter on Deeproot Champion.
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Deeproot Elite
( 2)
Creature — Merfolk Warrior
(1/1)
Whenever another Merfolk you control enters, put a +1/+1 counter on target Merfolk you control.
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Deeproot Historian
( 4)
Creature — Merfolk Druid
(3/3)
Merfolk and Druid cards in your graveyard have retrace. (You may cast cards with retrace from your graveyard by discarding a land card in addition to paying their other costs.)
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Deeproot Warrior
( 2)
Creature — Merfolk Warrior
(2/2)
Whenever Deeproot Warrior becomes blocked, it gets +1/+1 until end of turn.
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Deeproot Wayfinder
( 2)
Creature — Merfolk Scout
(2/3)
Whenever Deeproot Wayfinder deals combat damage to a player or battle, surveil 1, then you may return a land card from your graveyard to the battlefield tapped. (To surveil 1, look at the top card of your library. You may put that card into your graveyard.)
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Deep-Sea Serpent
( 6)
Creature — Serpent
(5/5)
Deep-Sea Serpent can't attack unless defending player controls an Island.
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Deep-Sea Terror
( 6)
Creature — Serpent
(6/6)
Deep-Sea Terror can't attack unless there are seven or more cards in your graveyard.
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Deep-Slumber Titan
( 4)
Creature — Giant Warrior
(7/7)
Deep-Slumber Titan enters tapped. Deep-Slumber Titan doesn't untap during your untap step. Whenever Deep-Slumber Titan is dealt damage, untap it.
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Deeptread Merrow
( 2)
Creature — Merfolk Rogue
(2/1)
: Deeptread Merrow gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
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Deepwater Hypnotist
( 2)
Creature — Merfolk Wizard
(2/1)
Inspired — Whenever Deepwater Hypnotist becomes untapped, target creature an opponent controls gets -3/-0 until end of turn.
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Deepwood Drummer
( 2)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Target creature gets +2/+2 until end of turn.
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Deepwood Ghoul
( 3)
Creature — Zombie
(2/1)
Pay 2 life: Regenerate Deepwood Ghoul.
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Deepwood Legate
( 4)
Creature — Shade
(1/1)
If an opponent controls a Forest and you control a Swamp, you may cast this spell without paying its mana cost. : Deepwood Legate gets +1/+1 until end of turn.
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Deepwood Tantiv
( 5)
Creature — Beast
(2/4)
Whenever Deepwood Tantiv becomes blocked, you gain 2 life.
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Deepwood Wolverine
( 1)
Creature — Wolverine
(1/1)
Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn.
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Defective Detective
( 3)
Creature — Human Spy
(2/1)
Defective Detective can't be blocked. When Defective Detective enters, a person outside the game looks at target opponent's hand and chooses a card from it. That player reveals that card.
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Defender en-Vec
( 4)
Creature — Human Cleric
(2/4)
Fading 4 (This creature enters with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to any target this turn.
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Defender of the Order
( 4)
Creature — Human Cleric
(2/4)
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 Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn.
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Defender of the Queue (playtest)
( 4)
Creature — — Centaur Soldier
(3/3)
Positioning (As this creature enters, lock your creatures in order from left to right for as long as you control a creature with positioning. Each time a creature enters or comes under your control, position it to the left or right of another creature you control.) Adjacent creatures to the left and right of Defender of the Queue get +1/+1 and have vigilance.
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Defiant Bloodlord
( 7)
Creature — Vampire
(4/5)
Flying Whenever you gain life, target opponent loses that much life.
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