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Disturbed Slumber
( 2)
Instant
Until end of turn, target land you control becomes a 4/4 Dinosaur creature with reach and haste. It's still a land. It must be blocked this turn if able.
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Divergent Growth
( 1)
Instant
Until end of turn, lands you control gain ": Add one mana of any color."
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Doc Aurlock, Grizzled Genius
( 2)
Legendary Creature — Bear Druid
(2/3)
Spells you cast from your graveyard or from exile cost less to cast. Plotting cards from your hand costs less.
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Dodgy Jalopy
( 3)
Artifact — Vehicle
(*/5)
Trample Dodgy Jalopy's power is equal to the highest mana value among creatures you control. Crew 3 Scavenge (, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
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Dogmeat, Ever Loyal
( 3)
Legendary Creature — Dog
(3/3)
When Dogmeat enters the battlefield, mill five cards, then return an Aura or Equipment card from your graveyard to your hand. Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with ", Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
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Domri Rade
( 3)
Legendary Planeswalker — Domri
(3)
+1: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand. −2: Target creature you control fights another target creature. −7: You get an emblem with "Creatures you control have double strike, trample, hexproof, and haste."
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Domri, Anarch of Bolas
( 3)
Legendary Planeswalker — Domri
(3)
Creatures you control get +1/+0. +1: Add or . Creature spells you cast this turn can't be countered. −2: Target creature you control fights target creature you don't control.
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Domri, Chaos Bringer
( 4)
Legendary Planeswalker — Domri
(5)
+1: Add or . If that mana is spent on a creature spell, it gains riot. (It enters the battlefield with your choice of a +1/+1 counter or haste.) −3: Look at the top four cards of your library. You may reveal up to two creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. −8: You get an emblem with "At the beginning of each end step, create a 4/4 red and green Beast creature token with trample."
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Domri, City Smasher
( 6)
Legendary Planeswalker — Domri
(4)
+2: Creatures you control get +1/+1 and gain haste until end of turn. −3: Domri, City Smasher deals 3 damage to any target. −8: Put three +1/+1 counters on each creature you control. Those creatures gain trample until end of turn.
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Domri's Ambush
( 2)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature or planeswalker you don't control.
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Domri's Nodorog
( 5)
Creature — Beast
(5/2)
Trample When Domri's Nodorog enters the battlefield, you may search your library and/or graveyard for a card named Domri, City Smasher, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Done for the Day
( 3)
Enchantment
At the beginning of your end step, if you control an Employee, a Performer, or a Robot, you may get or create a Treasure token. If you control all three, you may put a sticker on a nonland permanent you own.
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Doomgape
( 7)
Creature — Elemental
(10/10)
Trample At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature's toughness.
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Doomskar Warrior
( 4)
Creature — Human Warrior
(4/3)
Backup 1 Trample Whenever this creature deals combat damage to a player or battle, look at that many cards from the top of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Doors of Durin
( 5)
Legendary Artifact
Whenever you attack, scry 2, then you may reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking. Until your next turn, it gains trample if you control a Dwarf and hexproof if you control an Elf.
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Doran, the Siege Tower
( 3)
Legendary Creature — Treefolk Shaman
(0/5)
Each creature assigns combat damage equal to its toughness rather than its power.
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Dormant Grove
( 4)
Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has toughness 6 or greater, transform Dormant Grove.
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Dormant Sliver
( 4)
Creature — Sliver
(2/2)
All Sliver creatures have defender. All Slivers have "When this permanent enters the battlefield, draw a card."
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Dosan the Falling Leaf
( 3)
Legendary Creature — Human Monk
(2/2)
Players can cast spells only during their own turns.
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Double Major
( 2)
Instant
Copy target creature spell you control, except it isn't legendary if the spell is legendary. (A copy of a creature spell becomes a token.)
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Double Play
( 5)
Sorcery
Choose another player. Search your library for a basic land card, put it onto the battlefield, then shuffle. At the beginning of the first upkeep in your next game with that player, search your library for a basic land card, put it onto the battlefield, then shuffle.
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Doubling Chant
( 6)
Sorcery
For each creature you control, you may search your library for a creature card with the same name as that creature. Put those cards onto the battlefield, then shuffle.
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Doubling Season
( 5)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
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Downdraft
( 3)
Enchantment
: Target creature loses flying until end of turn. Sacrifice Downdraft: It deals 2 damage to each creature with flying.
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Dr. Julius Jumblemorph
( 4)
Legendary Creature
(4/4)
Dr. Julius Jumblemorph is every creature type (even if this card isn't on the battlefield). Whenever a host enters the battlefield under your control, you may search your library and/or graveyard for a card with augment and combine it with that host. If you search your library this way, shuffle.
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Draconic Disciple
( 3)
Creature — Human Shaman
(2/2)
: Add one mana of any color. , , Sacrifice Draconic Disciple: Create a 5/5 red Dragon creature token with flying.
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Draconic Muralists
( 4)
Creature — Dragon Bard
(4/3)
When Draconic Muralists dies, you may search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
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Dragon Appeasement
( 6)
Enchantment
Skip your draw step. Whenever you sacrifice a creature, you may draw a card.
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Dragon Broodmother
( 6)
Creature — Dragon
(4/4)
Flying At the beginning of each upkeep, create a 1/1 red and green Dragon creature token with flying and devour 2. (As the token enters the battlefield, you may sacrifice any number of creatures. It enters the battlefield with twice that many +1/+1 counters on it.)
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Dragon Fangs
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has trample. When a creature with mana value 6 or greater enters the battlefield, you may return Dragon Fangs from your graveyard to the battlefield attached to that creature.
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Dragonborn Champion
( 4)
Creature — Dragon Warrior
(5/3)
Trample Whenever a source you control deals 5 or more damage to a player, draw a card.
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Dragonlair Spider
( 6)
Creature — Spider
(5/6)
Reach Whenever an opponent casts a spell, create a 1/1 green Insect creature token.
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Dragonlord Atarka
( 7)
Legendary Creature — Elder Dragon
(8/8)
Flying, trample When Dragonlord Atarka enters the battlefield, it deals 5 damage divided as you choose among any number of target creatures and/or planeswalkers your opponents control.
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Dragonlord Dromoka
( 6)
Legendary Creature — Elder Dragon
(5/7)
This spell can't be countered. Flying, lifelink Your opponents can't cast spells during your turn.
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Dragonscale Boon
( 4)
Instant
Put two +1/+1 counters on target creature and untap it.
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Dragon-Scarred Bear
( 3)
Creature — Bear
(3/2)
Formidable — : Regenerate Dragon-Scarred Bear. Activate only if creatures you control have total power 8 or greater.
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Dragonsguard Elite
( 2)
Creature — Human Druid
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, put a +1/+1 counter on Dragonsguard Elite. : Double the number of +1/+1 counters on Dragonsguard Elite.
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Dramatic Entrance
( 5)
Instant
You may put a green creature card from your hand onto the battlefield.
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Dread Linnorm
( 7)
Creature — Snake Dragon
(7/6)
Dread Linnorm can't be blocked by creatures with power 3 or less.
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Dreampod Druid
( 2)
Creature — Human Druid
(2/2)
At the beginning of each upkeep, if Dreampod Druid is enchanted, create a 1/1 green Saproling creature token.
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Drey Keeper
( 5)
Creature — Elf Druid
(2/2)
When Drey Keeper enters the battlefield, create two 1/1 green Squirrel creature tokens. : Squirrels you control get +1/+0 and gain menace until end of turn.
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Dripping-Tongue Zubera
( 2)
Creature — Zubera Spirit
(1/2)
When Dripping-Tongue Zubera dies, create a 1/1 colorless Spirit creature token for each Zubera that died this turn.
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Driven // Despair (Driven)
( 2)
Sorcery
Until end of turn, creatures you control gain trample and "Whenever this creature deals combat damage to a player, draw a card."
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Drizzt Do'Urden
( 5)
Legendary Creature — Elf Ranger
(3/3)
Double strike When Drizzt Do'Urden enters the battlefield, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample. Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
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Dromoka, the Eternal
( 5)
Legendary Creature — Dragon
(5/5)
Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
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Dromoka's Command
( 2)
Instant
Choose two — • Prevent all damage target instant or sorcery spell would deal this turn. • Target player sacrifices an enchantment. • Put a +1/+1 counter on target creature. • Target creature you control fights target creature you don't control.
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Dromoka's Gift
( 5)
Instant
Bolster 4. (Choose a creature with the least toughness among creatures you control and put four +1/+1 counters on it.)
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Drop of Honey
( 1)
Enchantment
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them. When there are no creatures on the battlefield, sacrifice Drop of Honey.
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Drove of Elves
( 4)
Creature — Elf
(*/*)
Hexproof Drove of Elves's power and toughness are each equal to the number of green permanents you control.
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Drover Grizzly
( 3)
Creature — Bear Mount
(4/2)
Whenever Drover Grizzly attacks while saddled, creatures you control gain trample until end of turn. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Drover of the Mighty
( 2)
Creature — Human Druid
(1/1)
Drover of the Mighty gets +2/+2 as long as you control a Dinosaur. : Add one mana of any color.
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Drown in Filth
( 2)
Sorcery
Choose target creature. Mill four cards, then that creature gets -1/-1 until end of turn for each land card in your graveyard.
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Drowsing Tyrannodon
( 2)
Creature — Dinosaur
(3/3)
Defender (This creature can't attack.) As long as you control a creature with power 4 or greater, Drowsing Tyrannodon can attack as though it didn't have defender.
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Druid Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land enters the battlefield under your control, you gain 1 life. : Level 2 //Level_2// You may play an additional land on each of your turns. : Level 3 //Level_3// When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
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Druid Lyrist
( 1)
Creature — Human Druid
(1/1)
, , Sacrifice Druid Lyrist: Destroy target enchantment.
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Druid of Horns
( 4)
Creature — Human Druid
(2/3)
Whenever you cast an Aura spell that targets Druid of Horns, create a 3/3 green Beast creature token.
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Druid of Purification
( 4)
Creature — Human Druid
(2/3)
When Druid of Purification enters the battlefield, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way.
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Druid of the Emerald Grove
( 4)
Creature — Dwarf Druid
(2/2)
When Druid of the Emerald Grove enters the battlefield, search your library for up to two basic land cards and reveal them, then roll a d20. 9 or less | Put those cards into your hand, then shuffle. 10–19 | Put one of those cards onto the battlefield tapped and the other into your hand, then shuffle. 20+ | Put those cards onto the battlefield tapped, then shuffle.
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Druid of the Sacred Beaker
( 3)
Creature — Deer Bird Ape Druid
(2/2)
: Add for each Crossbreed Labs watermark among permanents you control.
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Druidic Ritual
( 3)
Sorcery
You may mill three cards. Then return up to one creature card and up to one land card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
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Druid's Call
( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature is dealt damage, its controller creates that many 1/1 green Squirrel creature tokens.
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Druid's Deliverance
( 2)
Instant
Prevent all combat damage that would be dealt to you this turn. Populate. (Create a token that's a copy of a creature token you control.)
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Druid's Familiar
( 4)
Creature — Bear
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Druid's Familiar is paired with another creature, each of those creatures gets +2/+2.
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Druids' Repository
( 3)
Enchantment
Whenever a creature you control attacks, put a charge counter on Druids' Repository. Remove a charge counter from Druids' Repository: Add one mana of any color.
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Drumhunter
( 4)
Creature — Human Druid Warrior
(2/2)
At the beginning of your end step, if you control a creature with power 5 or greater, you may draw a card. : Add .
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Dryad Greenseeker
( 2)
Creature — Dryad
(1/3)
: Look at the top card of your library. If it's a land card, you may reveal it and put it into your hand.
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Dryad Militant
( 1)
Creature — Dryad Soldier
(2/1)
If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead.
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Dryad of the Ilysian Grove
( 3)
Enchantment Creature — Nymph Dryad
(2/4)
You may play an additional land on each of your turns. Lands you control are every basic land type in addition to their other types.
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Dryad Sophisticate
( 2)
Creature — Dryad
(2/1)
Nonbasic landwalk (This creature can't be blocked as long as defending player controls a nonbasic land.)
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Dryad's Caress
( 6)
Instant
You gain 1 life for each creature on the battlefield. If was spent to cast this spell, untap all creatures you control.
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Dryad's Favor
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has forestwalk. (It can't be blocked as long as defending player controls a Forest.)
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Dryad's Revival
( 3)
Sorcery
Return target card from your graveyard to your hand. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Dual Nature
( 6)
Enchantment
Whenever a nontoken creature enters the battlefield, its controller creates a token that's a copy of that creature. Whenever a nontoken creature leaves the battlefield, exile all tokens with the same name as that creature. When Dual Nature leaves the battlefield, exile all tokens created with Dual Nature.
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Dubious Challenge
( 4)
Sorcery
Look at the top ten cards of your library, exile up to two creature cards from among them, then shuffle. Target opponent may choose one of the exiled cards and put it onto the battlefield under their control. Put the rest onto the battlefield under your control.
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Duel for Dominance
( 2)
Instant
Coven — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (They each deal damage equal to their power to the other.)
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Dueling Grounds
( 3)
Enchantment
No more than one creature can attack each combat. No more than one creature can block each combat.
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Duggan, Private Detective
( 4)
Legendary Creature — Human Detective
(*/*)
Duggan's power and toughness are each equal to the number of cards in your hand. Whenever Duggan enters the battlefield or attacks, investigate. The Most Important Punch in History — , : Duggan deals damage equal to twice its power to another target creature. Activate only once.
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Dune Chanter
( 3)
Creature — Plant Druid
(2/3)
Reach Lands you control and land cards you own that aren't on the battlefield are Deserts in addition to their other types. Lands you control have ": Add one mana of any color." : Mill two cards. You gain 1 life for each land card milled this way.
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Dune Diviner
( 3)
Creature — Naga Cleric
(2/3)
, Tap an untapped Desert you control: You gain 1 life.
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Duneblast
( 7)
Sorcery
Choose up to one creature. Destroy the rest.
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Dune-Brood Nephilim
( 4)
Creature — Nephilim
(3/3)
Whenever Dune-Brood Nephilim deals combat damage to a player, create a 1/1 colorless Sand creature token for each land you control.
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Dúnedain Rangers
( 4)
Creature — Human Ranger
(4/4)
Landfall — Whenever a land enters the battlefield under your control, if you don't control a Ring-bearer, the Ring tempts you.
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Dungrove Elder
( 3)
Creature — Treefolk
(*/*)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dungrove Elder's power and toughness are each equal to the number of Forests you control.
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Durable Handicraft
( 2)
Enchantment
Whenever a creature enters the battlefield under your control, you may pay . If you do, put a +1/+1 counter on that creature. , Sacrifice Durable Handicraft: Put a +1/+1 counter on each creature you control.
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