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Dino DNA
( 1)
Artifact
Imprint — , : Exile target creature card from a graveyard. Activate only as a sorcery. : Create a token that's a copy of target creature card exiled with Dino DNA, except it's a 6/6 green Dinosaur creature with trample. Activate only as a sorcery.
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Dinosaur Egg
( 2)
Creature — Dinosaur Egg
(0/3)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) When Dinosaur Egg dies, you may discover X, where X is its toughness.
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Dinosaur Headdress
( 0)
Artifact — Equipment
When Dinosaur Headdress enters, attach it to target creature you control. As Dinosaur Headdress becomes attached to a creature, choose an exiled creature card used to craft Dinosaur Headdress. Equipped creature is a copy of the last chosen card. Equip
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Dinosaur Hunter
( 2)
Creature — Human Pirate
(2/2)
Whenever Dinosaur Hunter deals damage to a Dinosaur, destroy that creature.
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Dinosaur Stampede
( 3)
Instant
Attacking creatures get +2/+0 until end of turn. Dinosaurs you control gain trample until end of turn.
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Dinosaurs on a Spaceship
( 6)
Creature — Dinosaur
(7/7)
Vigilance, trample Other Dinosaurs you control get +1/+1 and have vigilance and trample. Suspend 4— Whenever a time counter is removed from Dinosaurs on a Spaceship while it's exiled, create a 2/2 red and white Dinosaur creature token with flying and haste.
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Dinotomaton
( 4)
Artifact Creature — Dinosaur Gnome
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) When Dinotomaton enters, target creature you control gains menace until end of turn.
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Dinrova Horror
( 6)
Creature — Horror
(4/4)
When Dinrova Horror enters, return target permanent to its owner's hand, then that player discards a card.
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Diplomacy of the Wastes
( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. If you control a Warrior, that player loses 2 life.
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Diplomatic Escort
( 2)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Counter target spell or ability that targets a creature.
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Diplomatic Immunity
( 2)
Enchantment — Aura
Enchant creature Shroud (A permanent with shroud can't be the target of spells or abilities.) Enchanted creature has shroud.
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Dire Blunderbuss
( 0)
Artifact — Equipment
Equipped creature gets +3/+0 and has "Whenever this creature attacks, you may sacrifice an artifact other than Dire Blunderbuss. When you do, this creature deals damage equal to its power to target creature." Equip
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Dire Downdraft
( 4)
Instant
This spell costs less to cast if it targets an attacking or tapped creature. Target creature's owner puts it on their choice of the top or bottom of their library.
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Dire Fleet Captain
( 2)
Creature — Orc Pirate
(2/2)
Whenever Dire Fleet Captain attacks, it gets +1/+1 until end of turn for each other attacking Pirate.
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Dire Fleet Daredevil
( 2)
Creature — Human Pirate
(2/1)
First strike When Dire Fleet Daredevil enters, exile target instant or sorcery card from an opponent's graveyard. You may cast it this turn, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead.
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Dire Fleet Hoarder
( 2)
Creature — Human Pirate
(2/1)
When Dire Fleet Hoarder dies, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Dire Fleet Interloper
( 4)
Creature — Human Pirate
(2/2)
Menace When Dire Fleet Interloper enters, it explores. (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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Dire Fleet Poisoner
( 2)
Creature — Human Pirate
(2/2)
Flash Deathtouch When Dire Fleet Poisoner enters, target attacking Pirate you control gets +1/+1 and gains deathtouch until end of turn.
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Dire Fleet Ravager
( 5)
Creature — Orc Pirate Wizard
(4/4)
Menace, deathtouch When Dire Fleet Ravager enters, each player loses a third of their life, rounded up.
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Dire Fleet Warmonger
( 3)
Creature — Orc Pirate
(3/3)
At the beginning of combat on your turn, you may sacrifice another creature. If you do, Dire Fleet Warmonger gets +2/+2 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Dire Mimic
( 2)
Artifact — Treasure
Flash , Sacrifice Dire Mimic: Add one mana of any color. : Dire Mimic becomes a Shapeshifter artifact creature with base power and toughness 5/5 until end of turn.
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Dire Tactics
( 2)
Instant
Exile target creature. If you don't control a Human, you lose life equal to that creature's toughness.
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Dire Undercurrents
( 5)
Enchantment
Whenever a blue creature you control enters, you may have target player draw a card. Whenever a black creature you control enters, you may have target player discard a card.
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Dire Wolf Prowler
( 3)
Creature — Wolf
(2/2)
: Dire Wolf Prowler gets +2/+2 and gains haste until end of turn. Activate only once each turn.
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Dire Wolves
( 3)
Creature — Wolf
(2/2)
Dire Wolves has banding as long as you control a Plains. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Direct Current
( 3)
Sorcery
Direct Current deals 2 damage to any target. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Diregraf Captain
( 3)
Creature — Zombie Soldier
(2/2)
Deathtouch Other Zombie creatures you control get +1/+1. Whenever another Zombie you control dies, target opponent loses 1 life.
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Diregraf Colossus
( 3)
Creature — Zombie Giant
(2/2)
Diregraf Colossus enters with a +1/+1 counter on it for each Zombie card in your graveyard. Whenever you cast a Zombie spell, create a tapped 2/2 black Zombie creature token.
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Diregraf Escort
( 1)
Creature — Human Cleric
(1/1)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Diregraf Escort is paired with another creature, both creatures have protection from Zombies.
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Diregraf Ghoul
( 1)
Creature — Zombie
(2/2)
This creature enters tapped.
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Diregraf Horde
( 5)
Creature — Zombie
(3/4)
When Diregraf Horde enters, create two 2/2 black Zombie creature tokens with decayed. When you do, exile up to two target cards from graveyards. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
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Diregraf Rebirth
( 5)
Sorcery
This spell costs less to cast for each creature that died this turn. Return target creature card from your graveyard to the battlefield. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Diregraf Scavenger
( 4)
Creature — Zombie Bear
(2/3)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When Diregraf Scavenger enters, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 2 life and you gain 2 life.
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Diresight
( 3)
Sorcery
Surveil 2, then draw two cards. You lose 2 life. (To surveil 2, look at the top two 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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Dire-Strain Anarchist
( 0)
Creature — Werewolf
(5/5)
Menace, haste Whenever Dire-Strain Anarchist attacks, it deals 2 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Dire-Strain Brawler
( 0)
Creature — Werewolf
(6/6)
Vigilance Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Dire-Strain Demolisher
( 0)
Creature — Werewolf
(8/7)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Dire-Strain Rampage
( 3)
Sorcery
Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Flashback
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Dirge Bat
( 4)
Creature — Bat
(3/3)
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.) Flash Flying Whenever this creature mutates, destroy target creature or planeswalker an opponent controls.
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Dirge of Dread
( 3)
Sorcery
All creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.) Cycling (, Discard this card: Draw a card.) When you cycle Dirge of Dread, you may have target creature gain fear until end of turn.
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Dirgur Nemesis
( 6)
Creature — Serpent
(6/5)
Defender Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
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Dirtcowl Wurm
( 5)
Creature — Wurm
(3/4)
Whenever an opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm.
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Dirtwater Wraith
( 4)
Creature — Wraith
(1/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) : Dirtwater Wraith gets +1/+0 until end of turn.
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Down // Dirty (Dirty)
( 3)
Sorcery
Return target card from your graveyard to your hand. Fuse (You may cast one or both halves of this card from your hand.)
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Dirty Rat
( 2)
Host Creature — Rat
(1/1)
When this creature enters, target opponent discards a card.
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Dirty Wererat
( 4)
Creature — Human Rat Minion
(2/3)
, Discard a card: Regenerate Dirty Wererat. Threshold — As long as seven or more cards are in your graveyard, Dirty Wererat gets +2/+2 and can't block.
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Disa the Restless
( 5)
Legendary Creature — Human Scout
(5/6)
Whenever a Lhurgoyf permanent card is put into your graveyard from anywhere other than the battlefield, put it onto the battlefield. Whenever one or more creatures you control deal combat damage to a player, create a Tarmogoyf token.
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Disallow
( 3)
Instant
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
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Disappear
( 4)
Enchantment — Aura
Enchant creature : Return enchanted creature and Disappear to their owners' hands.
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Disappearing Act
( 3)
Instant
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Counter target spell.
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Disarm
( 1)
Instant
Unattach all Equipment from target creature.
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Disaster Radius
( 7)
Sorcery
As an additional cost to cast this spell, reveal a creature card from your hand. Disaster Radius deals X damage to each creature your opponents control, where X is the revealed card's mana value.
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Discerning Financier
( 3)
Creature — Human Noble
(2/3)
At the beginning of your upkeep, if an opponent controls more lands than you, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") : Choose another player. That player gains control of target Treasure you control. You draw a card.
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Discerning Peddler
( 2)
Creature — Human Rogue
(2/2)
When Discerning Peddler enters, you may discard a card. If you do, draw a card.
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Discerning Taste
( 3)
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. You gain life equal to the greatest power among creature cards put into your graveyard this way.
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Disciple of Bolas
( 4)
Creature — Human Wizard
(2/1)
When Disciple of Bolas enters, sacrifice another creature. You gain X life and draw X cards, where X is that creature's power.
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Disciple of Caelus Nin
( 5)
Creature — Human Wizard
(3/4)
When Disciple of Caelus Nin enters, starting with you, each player chooses up to five permanents they control. All permanents other than Disciple of Caelus Nin that weren't chosen this way phase out. Permanents can't phase in.
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Disciple of Deceit
( 2)
Creature — Human Rogue
(1/3)
Inspired — Whenever Disciple of Deceit becomes untapped, you may discard a nonland card. If you do, search your library for a card with the same mana value as that card, reveal it, put it into your hand, then shuffle.
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Disciple of Freyalise
( 6)
Creature — Elf Druid
(3/3)
When Disciple of Freyalise enters, you may sacrifice another creature. If you do, you gain X life and draw X cards, where X is that creature's power.
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Disciple of Grace
( 2)
Creature — Human Cleric
(1/2)
Protection from black Cycling (, Discard this card: Draw a card.)
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Disciple of Griselbrand
( 2)
Creature — Human Cleric
(1/1)
, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.
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Disciple of Kangee
( 3)
Creature — Human Wizard
(2/2)
, : Target creature gains flying and becomes blue until end of turn.
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Disciple of Law
( 2)
Creature — Human Cleric
(1/2)
Protection from red Cycling (, Discard this card: Draw a card.)
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Disciple of Malice
( 2)
Creature — Human Cleric
(1/2)
Protection from white Cycling (, Discard this card: Draw a card.)
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Disciple of Perdition
( 2)
Creature — Human Warlock
(1/3)
When Disciple of Perdition dies, choose one. If you have exactly 13 life, you may choose both instead. • You draw a card and you lose 1 life. • Exile target opponent's graveyard. That player loses 1 life.
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Disciple of Phenax
( 4)
Creature — Human Cleric
(1/3)
When Disciple of Phenax enters, target player reveals a number of cards from their hand equal to your devotion to black. You choose one of them. That player discards that card. (Each in the mana costs of permanents you control counts toward your devotion to black.)
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Disciple of the Old Ways
( 2)
Creature — Human Warrior
(2/2)
: Disciple of the Old Ways gains first strike until end of turn.
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Disciple of the Ring
( 5)
Creature — Human Wizard
(3/4)
, Exile an instant or sorcery card from your graveyard: Choose one — • Counter target noncreature spell unless its controller pays . • Disciple of the Ring gets +1/+1 until end of turn. • Tap target creature. • Untap target creature.
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Disciple of the Sun
( 5)
Creature — Human Cleric
(3/3)
Lifelink When Disciple of the Sun enters, return target permanent card with mana value 3 or less from your graveyard to your hand.
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Disciple of the Vault
( 1)
Creature — Human Cleric
(1/1)
Whenever an artifact is put into a graveyard from the battlefield, you may have target opponent lose 1 life.
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Disciples of Gix
( 6)
Creature — Phyrexian Human
(4/4)
When Disciples of Gix enters, search your library for up to three artifact cards, put them into your graveyard, then shuffle.
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Disciples of the Inferno
( 0)
Creature — Human Monk
(4/4)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) If a noncreature source you control would deal damage to a creature, battle, or opponent, it deals that much damage plus 2 instead.
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Disciplined Duelist
( 3)
Creature — Human Citizen
(2/1)
Double strike Disciplined Duelist enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
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Discombobulate
( 4)
Instant
Counter target spell. Look at the top four cards of your library, then put them back in any order.
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Discordant Dirge
( 5)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Discordant Dirge. , Sacrifice Discordant Dirge: Look at target opponent's hand and choose up to X cards from it, where X is the number of verse counters on Discordant Dirge. That player discards those cards.
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Discordant Piper
( 2)
Creature — Zombie Satyr
(2/1)
When Discordant Piper dies, create a 0/1 white Goat creature token.
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Discordant Spirit
( 4)
Creature — Spirit
(2/2)
At the beginning of each end step, if it's an opponent's turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you this turn. At the beginning of your end step, remove all +1/+1 counters from Discordant Spirit.
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Discourtesy Clerk
( 4)
Creature — Vampire Employee
(3/2)
When Discourtesy Clerk enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) At the beginning of your end step, if you control three or more Attractions, you draw a card and you lose 1 life.
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Discover the Formula
( 6)
Instant
Seek three nonland cards, then nonland cards in your hand perpetually gain "This spell costs less to cast."
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Discover the Impossible
( 3)
Instant
Look at the top five cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost if it's an instant spell with mana value 2 or less. If you don't, put that card into your hand.
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Discovery // Dispersal (Discovery)
( 2)
Sorcery
Surveil 2, then draw a card. (To surveil 2, look at the top two 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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Discreet Retreat
( 4)
Enchantment — Aura
Enchant land Enchanted land has ": Add two mana of any one color. Spend this mana only to cast outlaw spells or activate abilities of outlaw sources." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) Whenever you cast your first outlaw spell each turn, you draw a card and you lose 1 life.
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Disease Carriers
( 4)
Creature — Rat
(2/2)
When Disease Carriers dies, target creature gets -2/-2 until end of turn.
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Diseased Vermin
( 3)
Creature — Rat
(1/1)
Whenever Diseased Vermin deals combat damage to a player, put an infection counter on it. At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it.
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Disembowel
( 1)
Instant
Destroy target creature with mana value X.
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Disempower
( 2)
Instant
Put target artifact or enchantment on top of its owner's library.
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Disemvowel
( 5)
Sorcery
Destroy target creature. That creature's controller loses 1 life for each unique vowel in the creature's name. (The vowels are A, E, I, O, U, and Y.)
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Disenchant
( 2)
Instant
Destroy target artifact or enchantment.
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Disentomb
( 1)
Sorcery
Return target creature card from your graveyard to your hand.
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Disfigure
( 1)
Instant
Target creature gets -2/-2 until end of turn.
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Disharmony
( 3)
Instant
Cast this spell only during combat before blockers are declared. Untap target attacking creature and remove it from combat. Gain control of that creature until end of turn.
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Disinformation Campaign
( 3)
Enchantment
When Disinformation Campaign enters, you draw a card and each opponent discards a card. Whenever you surveil, return Disinformation Campaign to its owner's hand.
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Disintegrate
( 1)
Sorcery
Disintegrate deals X damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.
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Dismal Backwater
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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