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False Dawn (Apocalypse)

False Dawn

Apocalypse — rare

Sorcery

False Dawn rulings:

There are no rulings for False Dawn.

False Dawn (Apocalypse)

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Lands you control are Plains.
Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield.
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(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player mills four cards. Then you may exile a creature or planeswalker card from each graveyard.
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At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
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Enchant player
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: Add .
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Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, exile the top card of that player's library face down. You may look at and play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell."

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Instant

Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities.
Draw a card.

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Daxos of Meletis can't be blocked by creatures with power 3 or greater.
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: Add .
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