Dawnmount
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Showing 19 of 19 Blue cards
Go to section: Colourless (1) White (15) Blue (19) Black (21) Red (20) Green (20) Multicolour (47) Artifact (8)
Show rarities: C U
Reveal cards from the bottom of your library until you reveal a Castle. Put it into your hand and return the rest of the cards to the bottom of your library in a random order.
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When Battlemage Defender enters the battlefield, target creature gets -1/-0 until end of turn
Castles you control have hexproof
Castles you control have hexproof
3/3
Tap or untap target permanent. Scry 1
An experienced frost mage can control their ice with remarkable precision
,
: Tap target creature an opponent controls1/1
Whenever you cast an instant or sorcery spell, Encastle 1 (Put one fortify counter[s] on target Castle)
1/2
Islandwalk
5/5
Encastle 3 (Put three fortify counter[s] on target Castle)
Enchant Permanent
When Mage’s Timetrap enters the battlefield, Encastle 1 (Put one fortify counter[s] on target Castle)
Enchanted permanent is tapped and cannot use activated abilities
When Mage’s Timetrap enters the battlefield, Encastle 1 (Put one fortify counter[s] on target Castle)
Enchanted permanent is tapped and cannot use activated abilities
Return target creature to its owner's hand. Octopuses that player controls get -2/-0 until end of turn.
Counter target spell unless its controller removes three counters from any number of permanents. You may pick one of the permanents.
Return up to 5 creatures without Mutate to their owners' hands.
Mutate 
Islandwalk
Whenever a creature you control mutates, scry 1

Islandwalk
Whenever a creature you control mutates, scry 1
"There is much to be learnt from nature"
1/2
Draw a card. Encastle 1 (Put one fortify counter[s] on target Castle)
”Vidmir’s archives are massive. Parts of them I’ve never been to, others are so delicate that they need refurbishment”
Mutate 
(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Hexproof

(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Hexproof
2/2
Castle (Use Encastle to put fortify counters on this Castle. The number of fortify counters determines the effect)
3 – Blue creatures you control get +1/+1
7 –
: Add 
9 –
,
: Scry 2, then draw a card
3 – Blue creatures you control get +1/+1
7 –
: Add 
9 –

,
: Scry 2, then draw a card[1] –
: Draw a card
[2] – Scry 1 (This ability triggers once Spellstone Archive reaches 2 fortify counters)
[4] –
,
: Scry 2
: Draw a card
[2] – Scry 1 (This ability triggers once Spellstone Archive reaches 2 fortify counters)
[4] –
,
: Scry 2Counter target spell. Encastle 2 (Put two fortify counter[s] on target Castle)
Equip
If equipped creature is blue, it gets +0/+1
Equipped creature gains Hexproof and "
,
: Tap target creature an opponent controls until the beginning of that player's upkeep"
If equipped creature is blue, it gets +0/+1
Equipped creature gains Hexproof and "
,
: Tap target creature an opponent controls until the beginning of that player's upkeep"When Vidmiran Archeologist enters the battlefield, you may search your library for a Castle with mana value 4 or less, reveal it, and put it into your hand. Then shuffle your library.
1/1
Go to section: Colourless (1) White (15) Blue (19) Black (21) Red (20) Green (20) Multicolour (47) Artifact (8)
Show rarities: C U
| Dawnmount: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics | Skeleton |

