Dawnmount
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Showing 17 of 17 Blue cards
Go to section: Colourless (1) White (15) Blue (17) Black (21) Red (20) Green (20) Multicolour (43) Artifact (7)
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
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"Go to section: Colourless (1) White (15) Blue (17) Black (21) Red (20) Green (20) Multicolour (43) Artifact (7)
Show rarities: C U
| Dawnmount: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics | Skeleton |

