Creature — Human Cleric (1/3)
When Dawnbringer Cleric enters the battlefield, choose one —
• Cure Wounds — You gain 2 life.
• Dispel Magic — Destroy target enchantment.
• Gentle Repose — Exile target card from a graveyard.
Creature — Spirit Warlock (1/3)
Whenever you cast an enchantment spell, you gain 2 life.
Creature — Unicorn (3/1)
When Daybreak Charger enters the battlefield, target creature gets +2/+0 until end of turn.
Creature — Human Cleric (2/4)
Fading 4 (This creature enters the battlefield with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to any target this turn.
Creature — Rebel Bird (1/1)
Flying
, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
Creature — Human Cleric (1/2)
Protection from black
Cycling (, Discard this card: Draw a card.)
Creature — Human Cleric (1/2)
Protection from red
Cycling (, Discard this card: Draw a card.)
Creature — Human Wizard (1/2)
Whenever another creature enters the battlefield under your control, you gain 1 life.
, : Exile another target creature you control, then return it to the battlefield under its owner's control.
Creature — Thrull (1/2)
Flash
Flying
Artifacts and creatures entering the battlefield don't cause abilities to trigger.
Creature — Human Cleric (2/2)
Whenever you cycle another card, you gain 1 life.
Cycling (, Discard this card: Draw a card.)
Creature — Human Wizard (1/3)
Your opponents can't cast spells from anywhere other than their hands.
Creature — Spirit Soldier // Enchantment — Aura (2/2)
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Drogskol Armaments
Enchant creature
Enchanted creature gets +2/+2.
If Drogskol Armaments would be put into a graveyard from anywhere, exile it instead.
Creature — Dwarf Warrior (3/1)
As long as Dwarfhold Champion is equipped, it gets +0/+2.
Creature — Human Wizard (2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, Eager First-Year gets +1/+0 until end of turn.
Enchantment Creature — Spirit (2/1)
First strike
Loyalty abilities of planeswalkers your opponents control cost more to activate.
Enchantment Creature — Human Samurai (2/1)
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn.
Legendary Creature — Fox Cleric (2/2)
: Target permanent you control gains protection from white until end of turn.
: Target spell or permanent becomes white until end of turn.
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