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Aclazotz, Deepest Betrayal
( 5)
Legendary Creature — Bat God
(4/4)
Flying, lifelink Whenever Aclazotz attacks, each opponent discards a card. For each opponent who can't, you draw a card. Whenever an opponent discards a land card, create a 1/1 black Bat creature token with flying. When Aclazotz dies, return it to the battlefield tapped and transformed under its owner's control.
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Bounty of the Deep
( 3)
Sorcery
If you have no land cards in your hand, seek a land card and a nonland card. Otherwise, seek two nonland cards. (To seek a card, put one at random from your library into your hand.)
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Colossal Badger
( 6)
Creature — Badger
(6/5)
When Colossal Badger enters the battlefield, you gain 3 life.
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Deep Analysis
( 4)
Sorcery
Target player draws two cards. Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Deep Forest Hermit
( 5)
Creature — Elf Druid
(1/1)
Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Deep Forest Hermit enters the battlefield, create four 1/1 green Squirrel creature tokens. Squirrels you control get +1/+1.
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Deep Freeze
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
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Deep Gnome Terramancer
( 2)
Creature — Gnome Wizard
(2/2)
Flash Mold Earth — Whenever one or more lands enter the battlefield under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle. Do this only once each turn.
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Deep Goblin Skulltaker
( 3)
Creature — Goblin Warrior
(2/2)
Menace At the beginning of your end step, if you descended this turn, put a +1/+1 counter on Deep Goblin Skulltaker. (You descended if a permanent card was put into your graveyard from anywhere.)
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Deep Reconnaissance
( 3)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Deep Spawn
( 8)
Creature — Homarid
(6/6)
Trample At the beginning of your upkeep, sacrifice Deep Spawn unless you mill two cards. : Deep Spawn gains shroud until end of turn and doesn't untap during your next untap step. Tap Deep Spawn. (A creature with shroud can't be the target of spells or abilities.)
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Deep Water
( 2)
Enchantment
: Until end of turn, if you tap a land you control for mana, it produces instead of any other type.
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Deep Wood
( 2)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Prevent all damage that would be dealt to you this turn by attacking creatures.
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Deep-Cavern Bat
( 2)
Creature — Bat
(1/1)
Flying, lifelink When Deep-Cavern Bat enters the battlefield, look at target opponent's hand. You may exile a nonland card from it until Deep-Cavern Bat leaves the battlefield.
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Deepcavern Imp
( 3)
Creature — Imp Rebel
(2/2)
Flying, haste Echo—Discard a card. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Deepchannel Mentor
( 6)
Creature — Merfolk Rogue
(2/2)
Blue creatures you control can't be blocked.
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Deepfathom Echo
( 4)
Creature — Merfolk Spirit
(4/4)
At the beginning of combat on your turn, Deepfathom Echo explores. Then you may have it become a copy of another creature you control until end of turn. (To have this creature explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Deepfathom Skulker
( 6)
Creature — Eldrazi
(4/4)
Devoid (This card has no color.) Whenever a creature you control deals combat damage to a player, you may draw a card. : Target creature can't be blocked this turn. ( represents colorless mana.)
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Deep-Fried Plague Myr
( 0)
Stickers
2 — Whenever this creature attacks, scry 1. 3 — When this permanent leaves the battlefield, you may destroy target artifact or enchantment. 3 — 4/5 4 — 8/4
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Deepglow Skate
( 5)
Creature — Fish
(3/3)
When Deepglow Skate enters the battlefield, double the number of each kind of counter on any number of target permanents.
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Deepmuck Desperado
( 3)
Creature — Homarid Mercenary
(2/4)
Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Deeproot Champion
( 2)
Creature — Merfolk Shaman
(1/1)
Whenever you cast a noncreature spell, put a +1/+1 counter on Deeproot Champion.
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Deeproot Elite
( 2)
Creature — Merfolk Warrior
(1/1)
Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on target Merfolk you control.
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Deeproot Historian
( 4)
Creature — Merfolk Druid
(3/3)
Merfolk and Druid cards in your graveyard have retrace. (You may cast cards with retrace from your graveyard by discarding a land card in addition to paying their other costs.)
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Deeproot Pilgrimage
( 2)
Enchantment
Whenever one or more nontoken Merfolk you control become tapped, create a 1/1 blue Merfolk creature token with hexproof.
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Deeproot Warrior
( 2)
Creature — Merfolk Warrior
(2/2)
Whenever Deeproot Warrior becomes blocked, it gets +1/+1 until end of turn.
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Deeproot Waters
( 3)
Enchantment
Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Deeproot Wayfinder
( 2)
Creature — Merfolk Scout
(2/3)
Whenever Deeproot Wayfinder deals combat damage to a player or battle, surveil 1, then you may return a land card from your graveyard to the battlefield tapped. (To surveil 1, look at the top card of your library. You may put that card into your graveyard.)
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Deep-Sea Serpent
( 6)
Creature — Serpent
(5/5)
Deep-Sea Serpent can't attack unless defending player controls an Island.
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Deep-Sea Terror
( 6)
Creature — Serpent
(6/6)
Deep-Sea Terror can't attack unless there are seven or more cards in your graveyard.
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Deep-Slumber Titan
( 4)
Creature — Giant Warrior
(7/7)
Deep-Slumber Titan enters the battlefield tapped. Deep-Slumber Titan doesn't untap during your untap step. Whenever Deep-Slumber Titan is dealt damage, untap it.
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Deeptread Merrow
( 2)
Creature — Merfolk Rogue
(2/1)
: Deeptread Merrow gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
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Deepwater Hypnotist
( 2)
Creature — Merfolk Wizard
(2/1)
Inspired — Whenever Deepwater Hypnotist becomes untapped, target creature an opponent controls gets -3/-0 until end of turn.
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Deepwood Drummer
( 2)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Target creature gets +2/+2 until end of turn.
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Deepwood Ghoul
( 3)
Creature — Zombie
(2/1)
Pay 2 life: Regenerate Deepwood Ghoul.
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Deepwood Legate
( 4)
Creature — Shade
(1/1)
If an opponent controls a Forest and you control a Swamp, you may cast this spell without paying its mana cost. : Deepwood Legate gets +1/+1 until end of turn.
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Deepwood Tantiv
( 5)
Creature — Beast
(2/4)
Whenever Deepwood Tantiv becomes blocked, you gain 2 life.
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Deepwood Wolverine
( 1)
Creature — Wolverine
(1/1)
Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn.
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Denizen of the Deep
( 8)
Creature — Serpent
(11/11)
When Denizen of the Deep enters the battlefield, return each other creature you control to its owner's hand.
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Devouring Deep
( 3)
Creature — Fish
(1/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Colossal Badger (Dig Deep)
( 2)
Sorcery — Adventure
Choose target creature. Mill four cards, then put a +1/+1 counter on that creature for each creature card milled this way.
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Duelist of Deep Faith
( 2)
Creature — Phyrexian Soldier
(2/2)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) As long as it's your turn, Duelist of Deep Faith has first strike.
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Echoing Deeps
( 0)
Land — Cave
You may have Echoing Deeps enter the battlefield tapped as a copy of any land card in a graveyard, except it's a Cave in addition to its other types. : Add .
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Elder Deep-Fiend
( 8)
Creature — Eldrazi Octopus
(5/6)
Flash Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, tap up to four target permanents.
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Elves of Deep Shadow
( 1)
Creature — Elf Druid
(1/1)
: Add . Elves of Deep Shadow deals 1 damage to you.
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Fendeep Summoner
( 5)
Creature — Treefolk Shaman
(3/5)
: Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.
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Gale, Waterdeep Prodigy
( 3)
Legendary Creature — Human Wizard
(1/3)
Whenever you cast an instant or sorcery spell from your hand, you may cast up to one target card of the other type from your graveyard. If a spell cast from your graveyard this way would be put into your graveyard, exile it instead. Choose a Background (You can have a Background as a second commander.)
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Idol of the Deep King
( 3)
Artifact
Flash When Idol of the Deep King enters the battlefield, it deals 2 damage to any target. Craft with artifact (, Exile this artifact, Exile another artifact you control or an artifact card from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
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In Too Deep
( 2)
Enchantment — Aura
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Enchant creature, planeswalker, or Clue Enchanted permanent is a colorless Clue artifact with ", Sacrifice this artifact: Draw a card" and loses all other abilities. (It's no longer a creature or planeswalker.)
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Kiora, Sovereign of the Deep
( 5)
Legendary Creature — Merfolk Noble
(4/5)
Vigilance, ward Whenever you cast a Kraken, Leviathan, Octopus, or Serpent spell from your hand, look at the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value less than X from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
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Krothuss, Lord of the Deep
( 0)
Legendary Creature — Kraken Horror
(3/5)
Flying Whenever Krothuss, Lord of the Deep attacks, create a tapped and attacking token that's a copy of another target attacking creature. If that creature is a Kraken, Leviathan, Octopus, or Serpent, create two of those tokens instead.
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Marvo, Deep Operative
( 5)
Legendary Creature — Octopus Rogue
(1/8)
Whenever Marvo, Deep Operative attacks, clash with defending player. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.) Whenever you win a clash, draw a card. Then you may cast a spell from your hand with mana value 8 or less without paying its mana cost.
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Mysteries of the Deep
( 5)
Instant
Draw two cards. Landfall — If you had a land enter the battlefield under your control this turn, draw three cards instead.
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Ojer Axonil, Deepest Might
( 4)
Legendary Creature — God
(4/4)
Trample If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead. When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
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Ojer Kaslem, Deepest Growth
( 5)
Legendary Creature — God
(6/5)
Trample Whenever Ojer Kaslem deals combat damage to a player, reveal that many cards from the top of your library. You may put a creature card and/or a land card from among them onto the battlefield. Put the rest on the bottom in a random order. When Ojer Kaslem dies, return it to the battlefield tapped and transformed under its owner's control.
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Ojer Pakpatiq, Deepest Epoch
( 4)
Legendary Creature — God
(4/3)
Flying Whenever you cast an instant spell from your hand, it gains rebound. (Exile it as it resolves. At the beginning of your next upkeep, you may cast it from exile without paying its mana cost.) When Ojer Pakpatiq dies, return it to the battlefield tapped and transformed under its owner's control with three time counters on it.
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Ojer Taq, Deepest Foundation
( 6)
Legendary Creature — God
(6/6)
Vigilance If one or more creature tokens would be created under your control, three times that many of those tokens are created instead. When Ojer Taq dies, return it to the battlefield tapped and transformed under its owner's control.
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Pull from the Deep
( 4)
Sorcery
Return up to one target instant card and up to one target sorcery card from your graveyard to your hand. Exile Pull from the Deep.
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Research the Deep
( 2)
Sorcery
Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Thassa, Deep-Dwelling
( 4)
Legendary Enchantment Creature — God
(6/5)
Indestructible As long as your devotion to blue is less than five, Thassa isn't a creature. At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control. : Tap another target creature.
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The Blackstaff of Waterdeep
( 1)
Legendary Artifact
You may choose not to untap The Blackstaff of Waterdeep during your untap step. Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
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Thing from the Deep
( 9)
Creature — Leviathan
(9/9)
Whenever Thing from the Deep attacks, sacrifice it unless you sacrifice an Island.
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Too Greedily, Too Deep
( 7)
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. That creature deals damage equal to its power to each other creature.
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Viscerid Deepwalker
( 5)
Creature — Homarid Warrior
(2/3)
: Viscerid Deepwalker gets +1/+0 until end of turn. Suspend 4— (Rather than cast this card from your hand, you may pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
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Wrexial, the Risen Deep
( 6)
Legendary Creature — Kraken
(5/8)
Islandwalk, swampwalk (This creature can't be blocked as long as defending player controls an Island or a Swamp.) Whenever Wrexial, the Risen Deep deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
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