Dawn of a New Age enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from Dawn of a New Age. If you do, draw a card. Then if Dawn of a New Age has no hope counters on it, sacrifice it and you gain 4 life.
Gift a card You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
When Dawnbringer Cleric enters, choose one — • Cure Wounds — You gain 2 life. • Dispel Magic — Destroy target enchantment. • Gentle Repose — Exile target card from a graveyard.
When Dawnbringer Cleric enters, choose one — • Cure Wounds — You gain 2 life. • Dispel Magic — Destroy target enchantment. • Gentle Repose — Exile target card from a graveyard.
When Dawnhart Mentor enters, create a 1/1 white Human creature token. Coven — {5}{G}: Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
"The balance of day and night is shattered. We must find the Moonsilver Key."
"This must not become common knowledge. The consequences of such a spell are too great. Lock it away in the restricted archive, and destroy its record in the catalog." —Director Taiva, to Isabough
Menace Ward—Pay 3 life. Whenever one or more creatures you control deal combat damage to a player, conjure a random card from Dazzling Flameweaver's spellbook into exile. You may play that card this turn.