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Drogskol Shieldmate
( 3)
Creature — Spirit Soldier
(2/3)
Flash (You may cast this spell any time you could cast an instant.) When Drogskol Shieldmate enters, other creatures you control get +0/+1 until end of turn.
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Dromad Purebred
( 5)
Creature — Camel Beast
(1/5)
Whenever Dromad Purebred is dealt damage, you gain 1 life.
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Dromar, the Banisher
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Dromar, the Banisher deals combat damage to a player, you may pay . If you do, choose a color, then return all creatures of that color to their owners' hands.
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Dromar's Charm
( 3)
Instant
Choose one — • You gain 5 life. • Counter target spell. • Target creature gets -2/-2 until end of turn.
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Dromoka Captain
( 3)
Creature — Human Soldier
(1/1)
First strike Whenever Dromoka Captain attacks, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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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 of their choice. • 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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Dromosaur
( 3)
Creature — Dinosaur
(2/3)
Whenever Dromosaur blocks or becomes blocked, it gets +2/-2 until end of turn.
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Dronepack Kindred
( 0)
Creature — Eldrazi Werewolf
(5/7)
Trample : Dronepack Kindred gets +1/+0 until end of turn.
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Droning Bureaucrats
( 4)
Creature — Human Advisor
(1/4)
, : Each creature with mana value X can't attack or block this turn.
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Drooling Ogre
( 2)
Creature — Ogre
(3/3)
Whenever a player casts an artifact spell, that player gains control of Drooling Ogre. (This effect lasts indefinitely.)
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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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Drop Tower (Drop Tower (a))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 2, 3, 6
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Drop Tower (Drop Tower (b))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 2, 4, 6
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Drop Tower (Drop Tower (c))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 2, 5, 6
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Drop Tower (Drop Tower (d))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 3, 4, 6
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Drop Tower (Drop Tower (e))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 3, 5, 6
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Drop Tower (Drop Tower (f))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 4, 5, 6
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Dropkick Bomber
( 3)
Creature — Goblin Warrior
(2/3)
Other Goblins you control get +1/+1. : Until end of turn, another target Goblin you control gains flying and "When this creature deals combat damage, sacrifice it."
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Dross Golem
( 5)
Artifact Creature — Golem
(3/2)
Affinity for Swamps (This spell costs less to cast for each Swamp you control.) Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
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Dross Harvester
( 3)
Creature — Horror
(4/4)
Protection from white At the beginning of your end step, you lose 4 life. Whenever a creature dies, you gain 2 life.
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Dross Hopper
( 2)
Creature — Phyrexian Insect Horror
(2/1)
Sacrifice a creature: Dross Hopper gains flying until end of turn.
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Dross Prowler
( 3)
Creature — Zombie
(2/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
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Dross Ripper
( 4)
Artifact Creature — Phyrexian Dog
(3/3)
: Dross Ripper gets +1/+1 until end of turn.
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Dross Scorpion
( 4)
Artifact Creature — Scorpion
(3/1)
Whenever Dross Scorpion or another artifact creature dies, you may untap target artifact.
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Dross Skullbomb
( 1)
Artifact
, Sacrifice Dross Skullbomb: Draw a card. , Sacrifice Dross Skullbomb: Return target creature card from your graveyard to your hand. Draw a card. Activate only as a sorcery.
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Drossclaw
( 2)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature attacks, each opponent loses 1 life. Equip
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Drossforge Bridge
( 0)
Artifact Land
Drossforge Bridge enters tapped. Indestructible : Add or .
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Drought
( 4)
Enchantment
At the beginning of your upkeep, sacrifice Drought unless you pay . Spells cost an additional "Sacrifice a Swamp" to cast for each black mana symbol in their mana costs. Activated abilities cost an additional "Sacrifice a Swamp" to activate for each black mana symbol in their activation costs.
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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 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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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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Drown in Ichor
( 2)
Sorcery
Target creature gets -4/-4 until end of turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Drown in Sorrow
( 3)
Sorcery
All creatures get -2/-2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Drown in the Loch
( 2)
Instant
Choose one — • Counter target spell with mana value less than or equal to the number of cards in its controller's graveyard. • Destroy target creature with mana value less than or equal to the number of cards in its controller's graveyard.
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Drowned
( 2)
Creature — Zombie
(1/1)
: Regenerate Drowned.
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Drowned Catacomb
( 0)
Land
Drowned Catacomb enters tapped unless you control an Island or a Swamp. : Add or .
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Meat Locker // Drowned Diner (Drowned Diner)
( 5)
Enchantment — Room
When you unlock this door, draw three cards, then discard a card. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Drowned Rusalka
( 1)
Creature — Spirit
(1/1)
, Sacrifice a creature: Discard a card, then draw a card.
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Drowned Secrets
( 2)
Enchantment
Whenever you cast a blue spell, target player mills two cards.
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Drowner Initiate
( 1)
Creature — Merfolk Wizard
(1/1)
Whenever a player casts a blue spell, you may pay . If you do, target player mills two cards.
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Drowner of Hope
( 6)
Creature — Eldrazi
(5/5)
Devoid (This card has no color.) When Drowner of Hope enters, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this creature: Add ." Sacrifice an Eldrazi Scion: Tap target creature.
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Drowner of Secrets
( 3)
Creature — Merfolk Wizard
(1/3)
Tap an untapped Merfolk you control: Target player mills a card.
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Drowner of Truth
( 7)
Creature — Eldrazi
(7/6)
Devoid (This card has no color.) When you cast this spell, if was spent to cast it, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this creature: Add ."
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Drownyard Amalgam
( 5)
Creature — Zombie Horror
(3/6)
When Drownyard Amalgam enters, target player mills three cards. (They put the top three cards of their library into their graveyard.) : Drownyard Amalgam can't be blocked this turn.
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Drownyard Behemoth
( 9)
Creature — Eldrazi Crab
(5/7)
Flash (You may cast this spell any time you could cast an instant.) Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) Drownyard Behemoth has hexproof as long as it entered this turn.
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Drownyard Explorers
( 4)
Creature — Human Wizard
(2/4)
When Drownyard Explorers enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Drownyard Temple
( 0)
Land
: Add . : Return Drownyard Temple from your graveyard to the battlefield tapped.
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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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Drudge Reavers
( 4)
Creature — Skeleton
(2/1)
Flash (You may cast this spell any time you could cast an instant.) : Regenerate Drudge Reavers.
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Drudge Sentinel
( 3)
Creature — Skeleton Warrior
(2/1)
: Tap Drudge Sentinel. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Drudge Skeletons
( 2)
Creature — Skeleton
(1/1)
: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Drudge Spell
( 2)
Enchantment
, Exile two creature cards from your graveyard: Create a 1/1 black Skeleton creature token. It has ": Regenerate this creature." When Drudge Spell leaves the battlefield, destroy all Skeleton tokens. They can't be regenerated.
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Druid Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, 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, 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, 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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Druid of the Spade
( 3)
Creature — Rabbit Druid
(2/3)
As long as you control a token, Druid of the Spade gets +2/+0 and has trample.
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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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Druidic Satchel
( 3)
Artifact
, : Reveal the top card of your library. If it's a creature card, create a 1/1 green Saproling creature token. If it's a land card, put that card onto the battlefield under your control. If it's a noncreature, nonland card, you gain 2 life.
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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. 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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Drumbellower
( 3)
Creature — Spirit
(2/1)
Flying Untap all creatures you control during each other player's untap step.
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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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Drunau Corpse Trawler
( 4)
Creature — Zombie
(1/1)
When Drunau Corpse Trawler enters, create a 2/2 black Zombie creature token. : Target Zombie gains deathtouch until end of turn.
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Dry Spell
( 2)
Sorcery
Dry Spell deals 1 damage to each creature and each player.
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Dryad Arbor
( 0)
Land Creature — Forest Dryad
(1/1)
(Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has ": 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)
( can be paid with either or .) 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 Casting
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has ", : Copy target instant or sorcery spell you control. You may choose new targets for the copy."
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Dual Doomsuits
( 0)
Artifact — Contraption
Whenever you crank Dual Doomsuits, each time a source you control would deal damage this turn, it deals double that damage instead.
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Dual Nature
( 6)
Enchantment
Whenever a nontoken creature enters, 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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Dual Shot
( 1)
Instant
Dual Shot deals 1 damage to each of up to two target creatures.
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Dual Strike
( 2)
Instant
When you next cast an instant or sorcery spell with mana value 4 or less this turn, copy that spell. You may choose new targets for the copy. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Dualcaster Mage
( 3)
Creature — Human Wizard
(2/2)
Flash When Dualcaster Mage enters, copy target instant or sorcery spell. You may choose new targets for the copy.
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