Dawn Elemental
Scourge — rare
Creature — Elemental
Dawn Elemental rulings:
There are no rulings for Dawn Elemental.
Scourge — rare
Creature — Elemental
Dawn Elemental rulings:
There are no rulings for Dawn Elemental.
TCGPlayer low price:
Buy now! ▶Creature — Zombie Knight (5/3)
Flying
Prevent all damage that would be dealt to Tresserhorn Skyknight by creatures with first strike.
Artifact
, : Prevent all damage that would be dealt to you this turn by attacking creatures without flying.
Creature — Faerie (2/1)
Argothian Pixies can't be blocked by artifact creatures.
Prevent all damage that would be dealt to Argothian Pixies by artifact creatures.
Creature — Treefolk (3/5)
Prevent all damage that would be dealt to Argothian Treefolk by artifact sources.
Artifact Creature — Construct (2/1)
Prevent all combat damage that would be dealt to Armored Transport by creatures blocking it.
Enchantment — Aura
Enchant creature
Enchanted creature can't be blocked by artifact creatures.
Prevent all damage that would be dealt to enchanted creature by artifact sources.
Enchanted creature can't be the target of abilities from artifact sources.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead.
III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.
Legendary Creature — Angel (5/4)
Flying, vigilance
: Prevent all damage that would be dealt to another target creature this turn by sources of the color of your choice.
: Prevent all damage that would be dealt to target player or planeswalker this turn by sources of the color of your choice.
Instant
Prevent all combat damage target creature would deal this turn.
Prevent all combat damage that would be dealt to target creature this turn.
Enchantment
Prevent all noncombat damage that would be dealt to you and creatures you control.
Whenever a nontoken creature enters the battlefield under your control, create a 2/2 white Unicorn creature token.
Instant
Prevent all damage that would be dealt to creatures this turn. Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
Artifact — Equipment
Equipped creature has "Unattach Blinding Powder: Prevent all combat damage that would be dealt to this creature this turn."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Instant
Prevent all damage that would be dealt to target multicolored creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
Artifact Creature — Horse (4/4)
Trample
As long as you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it.
Creature — Sliver (2/2)
All Slivers have ", Sacrifice this permanent: This permanent deals 1 damage to any target."
All Slivers have ", Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target player, planeswalker, or Sliver creature this turn."
Creature — Cephalid Wizard (1/1)
Whenever Cephalid Illusionist becomes the target of a spell or ability, mill three cards.
, : Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
Creature — Human Knight (3/3)
Prevent all damage that would be dealt to Champion Lancer by creatures.
Instant
Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
Enchantment
As Charm School enters the battlefield, choose a color and balance Charm School on your head.
Prevent all damage that would be dealt to you by sources of the chosen color.
When Charm School falls off your head, sacrifice Charm School.
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