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Daring Apprentice
( 3)
Creature — Human Wizard
(1/1)
, Sacrifice Daring Apprentice: Counter target spell.
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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 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 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 Banishing
( 3)
Instant
Destroy target nonblack creature. It can't be regenerated.
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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 Depths
( 0)
Legendary Snow Land
Dark Depths enters with ten ice counters on it. : Remove an ice counter from Dark Depths. When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
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Dark Favor
( 2)
Enchantment — Aura
Enchant creature When Dark Favor enters, you lose 1 life. Enchanted creature gets +3/+1.
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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 Impostor
( 3)
Creature — Vampire Assassin
(2/2)
: Exile target creature and put a +1/+1 counter on Dark Impostor. Dark Impostor has all activated abilities of all creature cards exiled with it.
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Dark Maze
( 5)
Creature — Wall
(4/5)
Defender (This creature can't attack.) : Dark Maze can attack this turn as though it didn't have defender. Exile it at the beginning of the next end step.
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Dark Offering
( 6)
Sorcery
Destroy target nonblack creature. You gain 3 life.
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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 Prophecy
( 3)
Enchantment
Whenever a creature you control dies, you draw a card and you lose 1 life.
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Dark Revenant
( 4)
Creature — Spirit
(2/2)
Flying When Dark Revenant dies, put it on top of its owner's library.
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Dark Sphere
( 0)
Artifact
, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, prevent half that damage, rounded down.
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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 Suspicions
( 4)
Enchantment
At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand.
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Dark Temper
( 3)
Instant
Dark Temper deals 2 damage to target creature. If you control a black permanent, destroy the creature instead.
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Dark Triumph
( 5)
Instant
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost. Creatures you control get +2/+0 until end of turn.
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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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Dark Withering
( 6)
Instant
Destroy target nonblack creature. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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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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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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Darkness
( 1)
Instant
Prevent all combat damage that would be dealt this turn.
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Darkpact
( 3)
Sorcery
Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top card of your library.
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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 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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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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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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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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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 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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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 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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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 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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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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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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Dawnglare Invoker
( 3)
Creature — Kor Wizard
(2/1)
Flying : Tap all creatures target player controls.
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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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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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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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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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