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Wizards of the Coast
Day // Night (TMID-019) - Innistrad: Midnight Hunt Tokens
Day // Night (TMID-019) - Innistrad: Midnight Hunt Tokens
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NOT LEGAL
Standard
NOT LEGAL
Future
NOT LEGAL
Historic
NOT LEGAL
Gladiator
NOT LEGAL
Pioneer
NOT LEGAL
Explorer
NOT LEGAL
Modern
NOT LEGAL
Legacy
NOT LEGAL
Pauper
NOT LEGAL
Vintage
NOT LEGAL
Penny
NOT LEGAL
Commander
NOT LEGAL
Oathbreaker
NOT LEGAL
Brawl
NOT LEGAL
Historic Brawl
NOT LEGAL
Alchemy
NOT LEGAL
Pauper Commander
NOT LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
(If it becomes day or night or if a daybound permanent enters the battlefield, track day/night for the rest of the game.)
As it becomes day, transform all nightbound permanents.
If a player casts no spells during their own turn, it becomes night next turn.
As it becomes day, transform all nightbound permanents.
If a player casts no spells during their own turn, it becomes night next turn.
As it becomes night, transform all daybound permanents.
Permanents enter the battlefield nightbound.
If a player casts at least two spells during their own turn, it becomes day next turn.
Permanents enter the battlefield nightbound.
If a player casts at least two spells during their own turn, it becomes day next turn.
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