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Crusader of Odric
( 3)
Creature — Human Soldier
(*/*)
Crusader of Odric's power and toughness are each equal to the number of creatures you control.
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Crusading Knight
( 4)
Creature — Human Knight
(2/2)
Protection from black Crusading Knight gets +1/+1 for each Swamp your opponents control.
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Cult Healer
( 3)
Creature — Human Doctor
(3/3)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Cult Healer gains lifelink until end of turn.
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Cult of the Waxing Moon
( 5)
Creature — Human Shaman
(5/4)
Whenever a permanent you control transforms into a non-Human creature, create a 2/2 green Wolf creature token.
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Cunning Advisor
( 4)
Creature — Human Advisor
(1/1)
: Target opponent discards a card. Activate only during your turn, before attackers are declared.
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Cunning Bandit
( 3)
Creature — Human Warrior
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Cunning Bandit. At the beginning of the end step, if there are two or more ki counters on Cunning Bandit, you may flip it.
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Cunning Lethemancer
( 3)
Creature — Human Wizard
(2/2)
At the beginning of your upkeep, each player discards a card.
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Cunning Nightbonder
( 2)
Creature — Human Rogue
(2/2)
Flash Spells with flash you cast cost less to cast and can't be countered.
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Cunning Sparkmage
( 3)
Creature — Human Shaman
(0/1)
Haste : Cunning Sparkmage deals 1 damage to any target.
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Cunning Survivor
( 2)
Creature — Human Warrior
(1/3)
Whenever you cycle or discard a card, Cunning Survivor gets +1/+0 until end of turn and can't be blocked this turn.
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Cuombajj Witches
( 2)
Creature — Human Wizard
(1/3)
: Cuombajj Witches deals 1 damage to any target and 1 damage to any target of an opponent's choice.
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Curator of Sun's Creation
( 4)
Creature — Human Artificer
(3/3)
Whenever you discover, discover again for the same value. This ability triggers only once each turn.
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Cursebound Witch
( 1)
Creature — — Human Warlock
(1/2)
When Cursebound Witch dies, draft a card from Cursebound Witch's spellbook.
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Cursed Courtier
( 3)
Creature — Human Noble
(3/3)
Lifelink When Cursed Courtier enters, create a Cursed Role token attached to it. (Enchanted creature is 1/1.)
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Cursed Ronin
( 4)
Creature — Human Samurai
(1/1)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) : Cursed Ronin gets +1/+1 until end of turn.
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Custodi Peacekeeper
( 3)
Creature — Human Cleric
(2/3)
Reveal Custodi Peacekeeper as you draft it and note how many cards you've drafted this draft round, including Custodi Peacekeeper. , : Tap target creature with power less than or equal to the highest number you noted for cards named Custodi Peacekeeper.
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Custodi Soulbinders
( 4)
Creature — Human Cleric
(0/0)
Custodi Soulbinders enters with X +1/+1 counters on it, where X is the number of other creatures on the battlefield. , Remove a +1/+1 counter from Custodi Soulbinders: Create a 1/1 white Spirit creature token with flying.
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Custodi Soulcaller
( 3)
Creature — Human Cleric
(1/2)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Whenever Custodi Soulcaller attacks, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the number of players you attacked this combat.
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Cutthroat il-Dal
( 4)
Creature — Human Rogue
(4/1)
Hellbent — Cutthroat il-Dal has shadow as long as you have no cards in hand. (It can block or be blocked by only creatures with shadow.)
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Cybernetica Datasmith
( 3)
Artifact Creature — Human Artificer
(0/1)
Protection from Robots Field Reprogramming — , : Target player draws a card. Another target player creates a 4/4 colorless Robot artifact creature token with "This creature can't block."
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Cynical Loner
( 2)
Creature — Human Survivor
(3/1)
Cynical Loner can't be blocked by Glimmers. Survival — At the beginning of your second main phase, if Cynical Loner is tapped, you may search your library for a card, put it into your graveyard, then shuffle.
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Cytoplast Manipulator
( 4)
Creature — Human Wizard Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) , : Gain control of target creature with a +1/+1 counter on it for as long as Cytoplast Manipulator remains on the battlefield.
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Daghatar the Adamant
( 4)
Legendary Creature — Human Warrior
(0/0)
Vigilance Daghatar the Adamant enters with four +1/+1 counters on it. : Move a +1/+1 counter from target creature onto a second target creature.
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Dakmor Lancer
( 6)
Creature — Human Knight
(3/3)
When Dakmor Lancer enters, destroy target nonblack creature.
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Dakmor Sorceress
( 6)
Creature — Human Wizard
(*/4)
Dakmor Sorceress's power is equal to the number of Swamps you control.
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Dan Lewis
( 2)
Legendary Creature — Human
(2/2)
Noncreature, non-Equipment artifacts you control are Equipment in addition to their other types and have "Equipped creature gets +1/+0" and equip . Doctor's companion (You can have two commanders if the other is the Doctor.)
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Danitha Capashen, Paragon
( 3)
Legendary Creature — Human Knight
(2/2)
First strike, vigilance, lifelink Aura and Equipment spells you cast cost less to cast.
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Danitha, Benalia's Hope
( 5)
Legendary Creature — Human Knight
(4/4)
First strike, vigilance, lifelink When Danitha, Benalia's Hope enters, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
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Danitha, New Benalia's Light
( 3)
Legendary Creature — Human Knight
(2/2)
Vigilance, trample, lifelink Once during each of your turns, you may cast an Aura or Equipment spell from your graveyard.
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Danny Pink
( 4)
Legendary Creature — Human Soldier Advisor
(4/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
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Dapper Shieldmate
( 4)
Creature — Human Soldier
(2/2)
Dapper Shieldmate enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) During your turn, Dapper Shieldmate gets +2/+0.
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Darien, King of Kjeldor
( 6)
Legendary Creature — Human Soldier
(3/3)
Whenever you're dealt damage, you may create that many 1/1 white Soldier creature tokens.
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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 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 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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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 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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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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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 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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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 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 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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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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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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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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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 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 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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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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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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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 Combatants
( 3)
Creature — Human Warrior
(2/2)
Haste When Daybreak Combatants enters, target creature gets +2/+0 until end of turn.
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Daybreak Ranger
( 3)
Creature — Human Archer Ranger Werewolf
(2/2)
: Daybreak Ranger deals 2 damage to target creature with flying. At the beginning of each upkeep, if no spells were cast last turn, transform Daybreak Ranger.
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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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Deadeye Brawler
( 4)
Creature — Human Pirate
(2/4)
Deathtouch Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever Deadeye Brawler deals combat damage to a player, if you have the city's blessing, draw a card.
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Deadeye Duelist
( 2)
Creature — Human Assassin
(1/3)
Reach , : Deadeye Duelist deals 1 damage to target opponent.
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Deadeye Quartermaster
( 4)
Creature — Human Pirate
(2/2)
When Deadeye Quartermaster enters, you may search your library for an Equipment or Vehicle card, reveal it, put it into your hand, then shuffle.
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Deadeye Rig-Hauler
( 4)
Creature — Human Pirate
(3/2)
Raid — When Deadeye Rig-Hauler enters, if you attacked this turn, you may return target creature to its owner's hand.
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Deadeye Tormentor
( 3)
Creature — Human Pirate
(2/2)
Raid — When Deadeye Tormentor enters, if you attacked this turn, target opponent discards a card.
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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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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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Deathcult Rogue
( 3)
Creature — Human Rogue
(2/2)
Deathcult Rogue can't be blocked except by Rogues.
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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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Dedicated Martyr
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice Dedicated Martyr: You gain 3 life.
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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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Deepwood Drummer
( 2)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Target creature gets +2/+2 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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