Renewing Dawn
Portal — uncommon
Sorcery
You gain 2 life for each Mountain target opponent controls.
Dawn brings a new day, and a new day brings hope.
Portal — uncommon
Sorcery
You gain 2 life for each Mountain target opponent controls.
Dawn brings a new day, and a new day brings hope.
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If an opponent has more life than you, you gain 4 life.
If an opponent controls more creatures than you, create two 1/1 white Human creature tokens.
If an opponent has more cards in hand than you, draw a card.
Sorcery
Choose one —
• Destroy target nontoken artifact or enchantment an opponent controls. Incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
• Incubate 2, then transform an Incubator token you control.
Sorcery
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
Sorcery
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
Sorcery
Exile target artifact, creature, or enchantment an opponent controls. That player may put a permanent card from their hand onto the battlefield.
Sorcery
If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, put them into your hand, then shuffle.
Sorcery
Whenever a creature attacks this turn, it gains lifelink until end of turn.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
You gain X life. Create X 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This creature can't block." If X is 5 or more, destroy all other creatures. (Players dealt combat damage by a creature with toxic 1 also get a poison counter.)
Sorcery
Target player discards two cards. You gain 3 life for each land card discarded this way.
Sorcery
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Exile all white creatures. For each creature exiled this way, its controller draws a card.
Sorcery — Lesson
Choose one —
• Choose a nonland card name. Opponents can't cast spells with the chosen name until your next turn.
• Choose target nonland permanent. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
Sorcery
Create two 1/1 white Human creature tokens.
Fateful hour — If you have 5 or less life, create five of those tokens instead.
Sorcery
Return target permanent card in an opponent's graveyard to the battlefield under their control. When that permanent enters the battlefield, return up to one target permanent card with equal or lesser mana value from your graveyard to the battlefield.
Sorcery
Detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
Sorcery
Return target artifact or enchantment card from a graveyard to its owner's hand.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
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