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Alandra, Sky Dreamer
( 4)
Legendary Creature — Merfolk Wizard
(2/4)
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying. Whenever you draw your fifth card each turn, Alandra, Sky Dreamer and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
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Ashiok, Dream Render
( 3)
Legendary Planeswalker — Ashiok
(5)
Spells and abilities your opponents control can't cause their controller to search their library. −1: Target player mills four cards. Then exile each opponent's graveyard.
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Breath of Dreams
( 4)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Green creatures have "Cumulative upkeep ."
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Consign to Dream
( 3)
Instant
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.
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Defiler of Dreams
( 5)
Creature — Phyrexian Sphinx
(4/3)
Flying As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay. Whenever you cast a blue permanent spell, draw a card.
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Devastating Dreams
( 2)
Sorcery
As an additional cost to cast this spell, discard X cards at random. Each player sacrifices X lands of their choice. Devastating Dreams deals X damage to each creature.
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Dismiss into Dream
( 7)
Enchantment
Each creature your opponents control is an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability, sacrifice it."
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Drawn from Dreams
( 4)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in a random order.
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Dream Cache
( 3)
Sorcery
Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library.
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Dream Chisel
( 2)
Artifact
Face-down creature spells you cast cost less to cast.
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Dream Coat
( 1)
Enchantment — Aura
Enchant creature : Enchanted creature becomes the color or colors of your choice. Activate only once each turn.
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Dream Devourer
( 2)
Creature — Demon Cleric
(0/3)
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by . (During your turn, you may pay and exile it from your hand face down. Cast it on a later turn for its foretell cost.) Whenever you foretell a card, Dream Devourer gets +2/+0 until end of turn.
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Dream Eater
( 6)
Creature — Nightmare Sphinx
(4/3)
Flash Flying When Dream Eater enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Dream Fighter
( 3)
Creature — Human Soldier
(1/1)
Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
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Dream Fracture
( 3)
Instant
Counter target spell. Its controller draws a card. Draw a card.
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Dream Halls
( 5)
Enchantment
Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell.
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Dream Leash
( 5)
Enchantment — Aura
Enchant permanent You can't choose an untapped permanent as this spell's target as you cast it. You control enchanted permanent.
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Dream Pillager
( 7)
Creature — Dragon
(4/4)
Flying Whenever Dream Pillager deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast spells from among those exiled cards.
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Dream Prowler
( 4)
Creature — Illusion
(1/5)
Dream Prowler can't be blocked as long as it's attacking alone.
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Dream Salvage
( 1)
Instant
Draw cards equal to the number of cards target opponent discarded this turn.
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Dream Spoilers
( 4)
Creature — Faerie Warlock
(2/2)
Flying Whenever you cast a spell during an opponent's turn, up to one target creature an opponent controls gets -1/-1 until end of turn.
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Dream Stalker
( 2)
Creature — Illusion
(1/5)
When Dream Stalker enters, return a permanent you control to its owner's hand.
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Dream Strix
( 3)
Creature — Bird Illusion
(3/2)
Flying When Dream Strix becomes the target of a spell, sacrifice it. When Dream Strix dies, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Dream Thief
( 3)
Creature — Faerie Rogue
(2/1)
Flying When Dream Thief enters, draw a card if you've cast another blue spell this turn.
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Dream Thrush
( 2)
Creature — Bird
(1/1)
Flying : Target land becomes the basic land type of your choice until end of turn.
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Dream Tides
( 4)
Enchantment
Creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
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Dream Trawler
( 6)
Creature — Sphinx
(3/5)
Flying, lifelink Whenever you draw a card, Dream Trawler gets +1/+0 until end of turn. Whenever Dream Trawler attacks, draw a card. Discard a card: Dream Trawler gains hexproof until end of turn. Tap it.
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Dream Twist
( 1)
Instant
Target player mills three cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Dreamborn Muse
( 4)
Creature — Spirit
(2/2)
At the beginning of each player's upkeep, that player mills X cards, where X is the number of cards in their hand.
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Dreamcaller Siren
( 4)
Creature — Siren Pirate
(3/3)
Flash Flying Dreamcaller Siren can block only creatures with flying. When Dreamcaller Siren enters, if you control another Pirate, tap up to two target nonland permanents.
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Dreamcatcher
( 1)
Creature — Spirit
(1/1)
Whenever you cast a Spirit or Arcane spell, you may sacrifice Dreamcatcher. If you do, draw a card.
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Dreamdew Entrancer
( 4)
Creature — Frog Wizard
(3/4)
Reach When Dreamdew Entrancer enters, tap up to one target creature and put three stun counters on it. If you control that creature, draw two cards.
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Dreamdrinker Vampire
( 2)
Creature — Vampire
(2/1)
Lifelink : Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on Dreamdrinker Vampire, it gains menace until end of turn.
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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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Dreamroot Cascade
( 0)
Land
Dreamroot Cascade enters tapped unless you control two or more other lands. : Add or .
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Dream's Grip
( 1)
Instant
Choose one — • Tap target permanent. • Untap target permanent. Entwine (Choose both if you pay the entwine cost.)
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Dreams of Steel and Oil
( 1)
Sorcery
Target opponent reveals their hand. You choose an artifact or creature card from it, then choose an artifact or creature card from their graveyard. Exile the chosen cards.
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Dreamshackle Geist
( 3)
Creature — Spirit
(3/1)
Flying At the beginning of combat on your turn, choose up to one — • Tap target creature. • Target creature doesn't untap during its controller's next untap step.
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Dreamshaper Shaman
( 6)
Enchantment Creature — Minotaur Shaman
(5/4)
At the beginning of your end step, you may pay and sacrifice a nonland permanent. If you do, reveal cards from the top of your library until you reveal a nonland permanent card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
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Dreamspoiler Witches
( 4)
Creature — Faerie Wizard
(2/2)
Flying Whenever you cast a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn.
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Dreamstalker Manticore
( 3)
Enchantment Creature — Manticore
(4/2)
Whenever you cast your first spell during each opponent's turn, Dreamstalker Manticore deals 1 damage to any target.
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Dreamtail Heron
( 5)
Creature — Elemental Bird
(3/4)
Mutate (If you cast this 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.) Flying Whenever this creature mutates, draw a card.
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Dream-Thief's Bandana
( 2)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, look at the top card of their library, then exile it face down. For as long as it remains exiled, you may play it, and mana of any type can be spent to cast that spell. Equip
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Dreamtide Whale
( 3)
Creature — Whale
(7/5)
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Dreamwinder
( 4)
Creature — Serpent
(4/3)
Dreamwinder can't attack unless defending player controls an Island. , Sacrifice an Island: Target land becomes an Island until end of turn.
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Drown in Dreams
( 3)
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target player draws X cards. • Target player mills twice X cards.
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Everdream
( 2)
Instant
Draw a card. Splice onto instant or sorcery (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Faerie Dreamthief
( 1)
Creature — Faerie Warlock
(1/1)
Flying When Faerie Dreamthief enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) , Exile Faerie Dreamthief from your graveyard: You draw a card and you lose 1 life.
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Feast of Dreams
( 2)
Instant
Destroy target enchanted creature or enchantment creature.
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Field of Dreams
( 1)
World Enchantment
Players play with the top card of their libraries revealed.
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Floating-Dream Zubera
( 2)
Creature — Zubera Spirit
(1/2)
When Floating-Dream Zubera dies, draw a card for each Zubera that died this turn.
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Griffin Dreamfinder
( 5)
Creature — Griffin
(1/4)
Flying When Griffin Dreamfinder enters, return target enchantment card from your graveyard to your hand.
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Insidious Dreams
( 4)
Instant
As an additional cost to cast this spell, discard X cards. Search your library for X cards, then shuffle and put those cards on top in any order.
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Intet, the Dreamer
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Intet, the Dreamer deals combat damage to a player, you may pay . If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.
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Lucid Dreams
( 5)
Sorcery
Draw X cards, where X is the number of card types among cards in your graveyard.
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Lurrus of the Dream-Den
( 3)
Legendary Creature — Cat Nightmare
(3/2)
Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Lifelink Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
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Mistform Dreamer
( 3)
Creature — Illusion
(2/1)
Flying : Mistform Dreamer becomes the creature type of your choice until end of turn.
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Myojin of Cryptic Dreams
( 8)
Legendary Creature — Spirit
(3/3)
Myojin of Cryptic Dreams enters with an indestructible counter on it if you cast it from your hand. Remove an indestructible counter from Myojin of Cryptic Dreams: Copy target permanent spell you control three times. (The copies become tokens.)
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Nostalgic Dreams
( 2)
Sorcery
As an additional cost to cast this spell, discard X cards. Return X target cards from your graveyard to your hand. Exile Nostalgic Dreams.
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Obyra, Dreaming Duelist
( 2)
Legendary Creature — Faerie Warrior
(2/2)
Flash Flying Whenever another Faerie you control enters, each opponent loses 1 life.
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Rasputin Dreamweaver
( 6)
Legendary Creature — Human Wizard
(4/1)
Rasputin Dreamweaver enters with seven dream counters on it. Remove a dream counter from Rasputin: Add . Remove a dream counter from Rasputin: Prevent the next 1 damage that would be dealt to Rasputin this turn. At the beginning of your upkeep, if Rasputin started the turn untapped, put a dream counter on it. Rasputin can't have more than seven dream counters on it.
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Reduce to Dreams
( 5)
Sorcery
Return all artifacts and enchantments to their owners' hands.
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Restless Dreams
( 1)
Sorcery
As an additional cost to cast this spell, discard X cards. Return X target creature cards from your graveyard to your hand.
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Shattered Dreams
( 1)
Sorcery
Target opponent reveals their hand. You choose an artifact card from it. That player discards that card.
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Sickening Dreams
( 2)
Sorcery
As an additional cost to cast this spell, discard X cards. Sickening Dreams deals X damage to each creature and each player.
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Soramaro, First to Dream
( 6)
Legendary Creature — Spirit
(*/*)
Flying Soramaro, First to Dream's power and toughness are each equal to the number of cards in your hand. , Return a land you control to its owner's hand: Draw a card.
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Thalakos Dreamsower
( 3)
Creature — Thalakos Wizard
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) You may choose not to untap Thalakos Dreamsower during your untap step. Whenever Thalakos Dreamsower deals damage to an opponent, tap target creature. That creature doesn't untap during its controller's untap step for as long as Thalakos Dreamsower remains tapped.
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Theft of Dreams
( 3)
Sorcery
Draw a card for each tapped creature target opponent controls.
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Three Dreams
( 5)
Sorcery
Search your library for up to three Aura cards with different names, reveal them, put them into your hand, then shuffle.
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Turbulent Dreams
( 2)
Sorcery
As an additional cost to cast this spell, discard X cards. Return X target nonland permanents to their owners' hands.
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Underworld Dreams
( 3)
Enchantment
Whenever an opponent draws a card, Underworld Dreams deals 1 damage to that player.
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Vengeful Dreams
( 2)
Instant
As an additional cost to cast this spell, discard X cards. Exile X target attacking creatures.
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Walking Dream
( 4)
Creature — Illusion
(3/3)
Walking Dream can't be blocked. Walking Dream doesn't untap during your untap step if an opponent controls two or more creatures.
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Well of Lost Dreams
( 4)
Artifact
Whenever you gain life, you may pay , where X is less than or equal to the amount of life you gained. If you do, draw X cards.
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Wildest Dreams
( 1)
Sorcery
Return X target cards from your graveyard to your hand. Exile Wildest Dreams.
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