Flash When Daughter of Tempests enters, target creature an opponent controls gets -2/-0 until end of turn. Attain {3}{U}({3}{U}: Transform this. Spend at least three colors of mana to activate this, and only as a sorcery.)
Improve {1}{W}({1}{W}: Put a +1/+1 counter on this creature. This costs {1} more to activate for each +1/+1 counter on it. Improve only as a sorcery.) Knights you control have double strike as long as they're attacking.
Protection from Dusk Chord (This creature can't be blocked, targeted, dealt damage, or enchanted by anything named Dusk Chord.) {1}{W}: Target Reflection's base toughness becomes equal to Dawn Chord's toughness until end of turn.
Whenever Dawn Hill Daybreaker or another creature you control enters, you gain 1 life. If that creature is a Cleric, tap up to one target creature an opponent controls.
Daybreakers have learned to harness the sunrise itself in battle.
At the beginning of combat on your turn, choose one — • Equipped creature gets +2/+0 and gains first strike until end of turn. • Equipped creature gets +0/+2 and gains vigilance until end of turn. Equip {3}
When Dawn Silhouette enters, you may exile target creature not named Dawn Silhouette you control, then return that card to the battlefield under your control. Mirage {1}{W}(You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)
Dawn Without End deals damage to each opponent equal to the number of nonbasic lands they control. Acquiesce (If you cast this spell from your hand, exile it as it resolves. When one or more creatures you control deal combat damage to an opponent, you may cast this card from exile without paying its mana cost.)
Return up to one target creature card from a graveyard to the battlefield under your control. Coalesce {9}{B}(You may cast this from your graveyard for {9}{B}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) Indestructible
Wu Xing (Add effects based on the number of colors of mana spent to cast this spell.) 1 | Return target creature card from your graveyard to the battlefield. 5 | It gains vigilance, trample, lifelink, indestructible, and haste until end of turn.
Dawnlit Battlefield enters tapped. {T}: Add {R} or {W}. {2}{R}{W}: Until end of turn, Dawnlit Battlefield becomes a 4/2 red and white Warrior creature with with “This creature has first strike as long as it's attacking” and “Whenever this creature attacks or blocks, torment yourself.” It's still a land. (To torment yourself, lose 3 life unless you discard a card or sacrifice a nonland permanent.)