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Daxos's Torment
( 4)
Enchantment
Constellation — Whenever Daxos's Torment or another enchantment you control enters, Daxos's Torment becomes a 5/5 Demon creature with flying and haste in addition to its other types until end of turn.
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Day of Destiny
( 4)
Legendary Enchantment
Legendary creatures you control get +2/+2.
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Day of the Dragons
( 7)
Enchantment
When Day of the Dragons enters, exile all creatures you control. Then create that many 5/5 red Dragon creature tokens with flying. When Day of the Dragons leaves the battlefield, sacrifice all Dragons you control. Then return the exiled cards to the battlefield under your control.
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Day of the Moon
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Choose a creature card name, then goad all creatures with a name chosen for Day of the Moon. (Until your next turn, they attack each combat if able and attack a player other than you if able.)
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Daybreak Coronet
( 2)
Enchantment — Aura
Enchant creature with another Aura attached to it Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
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Daybreak Ranger
( 3)
Creature — Human Archer Ranger Werewolf
(2/2)
: Daybreak Ranger deals 2 damage to target creature with flying. At the beginning of each upkeep, if no spells were cast last turn, transform Daybreak Ranger.
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Day's Undoing
( 3)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Dazzling Sphinx
( 5)
Creature — Sphinx
(4/5)
Flying Whenever Dazzling Sphinx deals combat damage to a player, that player exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then that player puts the exiled cards that weren't cast this way on the bottom of their library in a random order.
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Dazzling Theater // Prop Room (Dazzling Theater)
( 4)
Enchantment — Room
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.) (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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Dead Before Sunrise
( 4)
Instant
Until end of turn, outlaw creatures you control get +1/+0 and gain ": This creature deals damage equal to its power to target creature." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
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Dead Man's Chest
( 2)
Enchantment — Aura
Enchant creature an opponent controls When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
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Dead of Winter
( 3)
Sorcery
All nonsnow creatures get -X/-X until end of turn, where X is the number of snow permanents you control.
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Deadapult
( 3)
Enchantment
, Sacrifice a Zombie: Deadapult deals 2 damage to any target.
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Deadeye Navigator
( 6)
Creature — Spirit
(5/5)
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 Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
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Deadlock Trap
( 3)
Artifact
Deadlock Trap enters tapped. When Deadlock Trap enters, you get (two energy counters). , Pay : Tap target creature or planeswalker. Its activated abilities can't be activated this turn.
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Deadly Cover-Up
( 5)
Sorcery
As an additional cost to cast this spell, you may collect evidence 6. Destroy all creatures. If evidence was collected, exile a card from an opponent's graveyard. Then search its owner's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
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Deadly Poison Sampler
( 0)
Artifact — Contraption
Whenever you crank Deadly Poison Sampler, until end of turn, target creature gains "Whenever this creature deals combat damage to a player, destroy target creature that player controls."
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Deadly Rollick
( 4)
Instant
If you control a commander, you may cast this spell without paying its mana cost. Exile target creature.
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Deadly Tempest
( 6)
Sorcery
Destroy all creatures. Each player loses life equal to the number of creatures they controlled that were destroyed this way.
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Deadly Vanity
( 8)
Sorcery
Choose a creature or planeswalker, then destroy all other creatures and planeswalkers.
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Deadshot
( 4)
Sorcery
Tap target creature. It deals damage equal to its power to another target creature.
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Deafening Clarion
( 3)
Sorcery
Choose one or both — • Deafening Clarion deals 3 damage to each creature. • Creatures you control gain lifelink until end of turn.
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Deal Broker
( 3)
Artifact Creature — Construct
(2/3)
Draft Deal Broker face up. Immediately after the draft, you may reveal a card in your card pool. Each other player may offer you one card in their card pool in exchange. You may accept any one offer. : Draw a card, then discard a card.
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Dearly Departed
( 6)
Creature — Spirit
(5/5)
Flying As long as Dearly Departed is in your graveyard, each Human creature you control enters with an additional +1/+1 counter on it.
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Death Baron
( 3)
Creature — Zombie Wizard
(2/2)
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch.
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Death Cloud
( 3)
Sorcery
Each player loses X life, discards X cards, sacrifices X creatures, then sacrifices X lands.
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Death Grasp
( 2)
Sorcery
Death Grasp deals X damage to any target. You gain X life.
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Death in Heaven
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Target player mills two cards, then exiles their graveyard. III — Put all creature cards exiled with Death in Heaven onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
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Death Kiss
( 6)
Creature — Beholder
(5/5)
Whenever a creature an opponent controls attacks one of your opponents, double its power until end of turn. : Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) When Death Kiss becomes monstrous, goad up to X target creatures your opponents control.
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Death Match
( 4)
Enchantment
Whenever a creature enters, that creature's controller may have target creature of their choice get -3/-3 until end of turn.
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Death or Glory
( 5)
Sorcery
Separate all creature cards in your graveyard into two piles. Exile the pile of an opponent's choice and return the other to the battlefield.
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Death Pit Offering
( 4)
Enchantment
When Death Pit Offering enters, sacrifice all creatures you control. Creatures you control get +2/+2.
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Death Pits of Rath
( 5)
Enchantment
Whenever a creature is dealt damage, destroy it. It can't be regenerated.
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Death Tyrant
( 5)
Creature — Beholder Skeleton
(4/6)
Menace Negative Energy Cone — Whenever an attacking creature you control or a blocking creature an opponent controls dies, create a 2/2 black Zombie creature token. : Return Death Tyrant from your graveyard to the battlefield tapped.
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Death Wish
( 3)
Sorcery
You may put a card you own from outside the game into your hand. You lose half your life, rounded up. Exile Death Wish.
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Deathbellow War Cry
( 8)
Sorcery
Search your library for up to four Minotaur creature cards with different names, put them onto the battlefield, then shuffle.
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Deathbloom Ritualist
( 5)
Creature — Elf Warlock
(3/5)
: Add X mana of any one color, where X is the number of creature cards in your graveyard.
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Deathbringer Liege
( 5)
Creature — Horror
(3/4)
Other white creatures you control get +1/+1. Other black creatures you control get +1/+1. Whenever you cast a white spell, you may tap target creature. Whenever you cast a black spell, you may destroy target creature if it's tapped.
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Deathbringer Regent
( 7)
Creature — Dragon
(5/6)
Flying When Deathbringer Regent enters, if you cast it from your hand and there are five or more other creatures on the battlefield, destroy all other creatures.
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Deathbringer Thoctar
( 6)
Creature — Zombie Beast
(3/3)
Whenever another creature dies, you may put a +1/+1 counter on Deathbringer Thoctar. Remove a +1/+1 counter from Deathbringer Thoctar: It deals 1 damage to any target.
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Deathcap Cultivator
( 2)
Creature — Human Druid
(2/1)
: Add or . Delirium — Deathcap Cultivator has deathtouch as long as there are four or more card types among cards in your graveyard.
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Deathcap Glade
( 0)
Land
Deathcap Glade enters tapped unless you control two or more other lands. : Add or .
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Deathcoil Wurm
( 8)
Creature — Wurm
(7/6)
You may have Deathcoil Wurm assign its combat damage as though it weren't blocked.
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Deathgorge Scavenger
( 3)
Creature — Dinosaur
(3/2)
Whenever Deathgorge Scavenger enters or attacks, you may exile target card from a graveyard. If a creature card is exiled this way, you gain 2 life. If a noncreature card is exiled this way, Deathgorge Scavenger gets +1/+1 until end of turn.
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Death-Greeter's Champion
( 3)
Creature — Human Warrior
(2/1)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.) Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Double strike
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Deathgrip
( 2)
Enchantment
: Counter target green spell.
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Deathlace
( 1)
Instant
Target spell or permanent becomes black. <I>(Mana symbols on that permanent remain unchanged.)</I>
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Deathleaper, Terror Weapon
( 4)
Legendary Creature — Tyranid
(3/3)
Flash Haste Flesh Hooks — Creatures you control that entered this turn have double strike.
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Deathless Angel
( 6)
Creature — Angel
(5/7)
Flying : Target creature gains indestructible until end of turn.
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Deathrender
( 4)
Artifact — Equipment
Equipped creature gets +2/+2. Whenever equipped creature dies, you may put a creature card from your hand onto the battlefield and attach Deathrender to it. Equip
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Death's Oasis
( 3)
Enchantment
Whenever a nontoken creature you control dies, mill two cards. Then return a creature card with lesser mana value than the creature that died from your graveyard to your hand. , Sacrifice Death's Oasis: You gain life equal to the highest mana value among creatures you control.
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Death's Presence
( 6)
Enchantment
Whenever a creature you control dies, put X +1/+1 counters on target creature you control, where X is the power of the creature that died.
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Death's Shadow
( 1)
Creature — Avatar
(13/13)
Death's Shadow gets -X/-X, where X is your life total.
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Debt of Loyalty
( 3)
Instant
Regenerate target creature. You gain control of that creature if it regenerates this way.
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Decadent Dragon
( 4)
Creature — Dragon
(4/4)
Flying, trample Whenever Decadent Dragon attacks, create a Treasure token.
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Decaying Soil
( 3)
Enchantment
At the beginning of your upkeep, exile a card from your graveyard. Threshold — As long as seven or more cards are in your graveyard, Decaying Soil has "Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay . If you do, return that card to your hand."
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Deceiver of Form
( 7)
Creature — Eldrazi
(8/8)
( represents colorless mana.) At the beginning of combat on your turn, reveal the top card of your library. If a creature card is revealed this way, you may have creatures you control other than Deceiver of Form become copies of that card until end of turn. You may put that card on the bottom of your library.
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Decimate
( 4)
Sorcery
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
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Decimator Web
( 4)
Artifact
, : Target opponent loses 2 life, gets a poison counter, then mills six cards.
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Declaration in Stone
( 2)
Sorcery
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
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Declaration of Naught
( 2)
Enchantment
As Declaration of Naught enters, choose a card name. : Counter target spell with the chosen name.
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Decoy Gambit
( 3)
Instant
For each opponent, choose up to one target creature that player controls, then return that creature to its owner's hand unless its controller has you draw a card.
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Deekah, Fractal Theorist
( 5)
Legendary Creature — Human Wizard
(3/3)
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is that spell's mana value. : Target creature token can't be blocked this turn.
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Deep Forest Hermit
( 5)
Creature — Elf Druid
(1/1)
Vanishing 3 (This creature enters 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, create four 1/1 green Squirrel creature tokens. Squirrels you control get +1/+1.
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Deep Gnome Terramancer
( 2)
Creature — Gnome Wizard
(2/2)
Flash Mold Earth — Whenever one or more lands enter 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 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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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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Deepglow Skate
( 5)
Creature — Fish
(3/3)
When Deepglow Skate enters, double the number of each kind of counter on any number of target permanents.
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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 you control enters, 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 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-Slumber Titan
( 4)
Creature — Giant Warrior
(7/7)
Deep-Slumber Titan enters tapped. Deep-Slumber Titan doesn't untap during your untap step. Whenever Deep-Slumber Titan is dealt damage, untap it.
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Defender of the Order
( 4)
Creature — Human Cleric
(2/4)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn.
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Defenders of Humanity
( 3)
Enchantment
When Defenders of Humanity enters, create X 2/2 white Astartes Warrior creature tokens with vigilance. , Exile Defenders of Humanity: Create X 2/2 white Astartes Warrior creature tokens with vigilance. Activate only if you control no creatures and only during your turn.
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Defense Grid
( 2)
Artifact
Each spell costs more to cast except during its controller's turn.
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Defense of the Heart
( 4)
Enchantment
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
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Defiant Bloodlord
( 7)
Creature — Vampire
(4/5)
Flying Whenever you gain life, target opponent loses that much life.
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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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Defiler of Faith
( 5)
Creature — Phyrexian Human
(5/5)
Vigilance As an additional cost to cast white 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 white mana you pay. Whenever you cast a white permanent spell, create a 1/1 white Soldier creature token.
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Defiler of Flesh
( 4)
Creature — Phyrexian Horror
(4/4)
Menace As an additional cost to cast black 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 black mana you pay. Whenever you cast a black permanent spell, target creature you control gets +1/+1 and gains menace until end of turn.
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Defiler of Instinct
( 4)
Creature — Phyrexian Kavu
(4/4)
First strike As an additional cost to cast red 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 red mana you pay. Whenever you cast a red permanent spell, Defiler of Instinct deals 1 damage to any target.
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Defiler of Vigor
( 5)
Creature — Phyrexian Wurm
(6/6)
Trample As an additional cost to cast green 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 green mana you pay. Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
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Deflecting Palm
( 2)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
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Deflecting Swat
( 3)
Instant
If you control a commander, you may cast this spell without paying its mana cost. You may choose new targets for target spell or ability.
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Deflection
( 4)
Instant
Change the target of target spell with a single target.
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