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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 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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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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Dry Spell
( 2)
Sorcery
Dry Spell deals 1 damage to each creature and each player.
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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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Dual Shot
( 1)
Instant
Dual Shot deals 1 damage to each of up to two target creatures.
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Dub
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types. (It deals combat damage before creatures without first strike.)
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Duct Crawler
( 1)
Creature — Insect
(1/1)
: Target creature can't block Duct Crawler this turn.
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Due Diligence
( 3)
Enchantment — Aura
Enchant creature When Due Diligence enters, target creature you control other than enchanted creature gets +2/+2 and gains vigilance until end of turn. Enchanted creature gets +2/+2 and has vigilance.
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Duel for Dominance
( 2)
Instant
Coven — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (They each deal damage equal to their power to the other.)
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Dueling Rapier
( 1)
Artifact — Equipment
Flash When Dueling Rapier enters, attach it to target creature you control. Equipped creature gets +2/+0. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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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.) During your turn, Duelist of Deep Faith has first strike.
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Duergar Assailant
( 1)
Creature — Dwarf Soldier
(1/1)
Sacrifice Duergar Assailant: It deals 1 damage to target attacking or blocking creature.
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Duh
( 1)
Instant
Destroy target creature with reminder text. (Reminder text is any italicized text in parentheses that explains rules you already know.)
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Dukhara Peafowl
( 4)
Artifact Creature — Bird
(2/4)
: Dukhara Peafowl gains flying until end of turn.
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Dukhara Scavenger
( 6)
Creature — Crocodile
(4/6)
When Dukhara Scavenger enters, you may put target artifact or creature card from your graveyard on top of your library.
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Dumb Ass
( 3)
Creature — Donkey Barbarian
(3{1/2}/2)
At the beginning of your upkeep, flip a coin. If you lose the flip, target opponent chooses whether Dumb Ass attacks this turn.
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Dune Mover
( 2)
Artifact Creature — Phyrexian Golem
(2/1)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When Dune Mover enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
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Dúnedain Blade
( 2)
Artifact — Equipment
Equipped creature gets +2/+1. Equip Human Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Dungeon of the Mad Mage
( 0)
Dungeon
Yawning Portal — You gain 1 life. (Leads to: Dungeon Level) Dungeon Level — Scry 1. (Leads to: Goblin Bazaar, Twisted Caverns) Goblin Bazaar — Create a Treasure token. (Leads to: Lost Level) Twisted Caverns — Target creature can't attack until your next turn. (Leads to: Lost Level) Lost Level — Scry 2. (Leads to: Runestone Caverns, Muiral's Graveyard) Runestone Caverns — Exile the top two cards of your library. You may play them. (Leads to: Deep Mines) Muiral's Graveyard — Create two 1/1 black Skeleton creature tokens. (Leads to: Deep Mines) Deep Mines — Scry 3. (Leads to: Mad Wizard's Lair) Mad Wizard's Lair — Draw three cards and reveal them. You may cast one of them without paying its mana cost.
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Dungeon Shade
( 4)
Creature — Shade Spirit
(1/1)
Flying : Dungeon Shade gets +1/+1 until end of turn.
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Dunland Crebain
( 3)
Creature — Bird Horror
(1/1)
Flying When Dunland Crebain enters, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Durable Coilbug
( 2)
Creature — Insect
(2/2)
: Return Durable Coilbug from your graveyard to your hand.
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Duress
( 1)
Sorcery
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
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Dusk Charger
( 4)
Creature — Horse
(3/3)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Dusk Charger gets +2/+2 as long as you have the city's blessing.
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Dusk Legion Zealot
( 2)
Creature — Vampire Soldier
(1/1)
When Dusk Legion Zealot enters, you draw a card and you lose 1 life.
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Duskdale Wurm
( 7)
Creature — Wurm
(7/7)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Duskhunter Bat
( 2)
Creature — Bat
(1/1)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.) Flying
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Duskmantle Operative
( 2)
Creature — Human Rogue
(2/2)
Duskmantle Operative can't be blocked by creatures with power 4 or greater.
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Duskshell Crawler
( 2)
Creature — Insect
(0/3)
When Duskshell Crawler enters, put a +1/+1 counter on target creature. Each creature you control with a +1/+1 counter on it has trample.
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Duskwielder
( 1)
Creature — Elf Berserker
(1/2)
Boast — : Target opponent loses 1 life and you gain 1 life. (Activate only if this creature attacked this turn and only once each turn.)
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Dust Corona
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and can't be blocked by creatures with flying.
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Dutiful Attendant
( 3)
Creature — Human Warrior
(1/2)
When Dutiful Attendant dies, return another target creature card from your graveyard to your hand.
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Dutiful Replicator
( 3)
Artifact Creature — Assembly-Worker
(3/2)
When Dutiful Replicator enters, you may pay . When you do, create a token that's a copy of target token you control not named Dutiful Replicator.
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Dutiful Return
( 4)
Sorcery
Return up to two target creature cards from your graveyard to your hand.
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Dutiful Thrull
( 1)
Creature — Thrull
(1/1)
: Regenerate Dutiful Thrull.
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Duty-Bound Dead
( 1)
Creature — Skeleton
(0/2)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) : Regenerate Duty-Bound Dead. (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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Dwarfhold Champion
( 2)
Creature — Dwarf Warrior
(3/1)
As long as Dwarfhold Champion is equipped, it gets +0/+2.
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Dwarven Berserker
( 2)
Creature — Dwarf Berserker
(1/1)
Whenever Dwarven Berserker becomes blocked, it gets +3/+0 and gains trample until end of turn.
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Dwarven Forge-Chanter
( 2)
Creature — Dwarf Wizard
(1/3)
Ward—Pay 2 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2 life.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Dwarven Grunt
( 1)
Creature — Dwarf
(1/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Dwarven Hammer
( 3)
Artifact — Equipment
When Dwarven Hammer enters, you may pay . If you do, create a 2/1 red Dwarf Berserker creature token, then attach Dwarven Hammer to it. Equipped creature gets +3/+0 and has trample. Equip
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Dwarven Lightsmith
( 6)
Creature — Dwarf Cleric
(3/4)
Assist (Another player can pay up to of this spell's cost.) When Dwarven Lightsmith enters, creatures your team controls get +1/+1 until end of turn.
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Dwarven Mine
( 0)
Land — Mountain
(: Add .) Dwarven Mine enters tapped unless you control three or more other Mountains. When Dwarven Mine enters untapped, create a 1/1 red Dwarf creature token.
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Dwarven Nomad
( 3)
Creature — Dwarf Nomad
(1/1)
: Target creature with power 2 or less can't be blocked this turn.
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Dwarven Priest
( 4)
Creature — Dwarf Cleric
(2/4)
When Dwarven Priest enters, you gain 1 life for each creature you control.
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Dwarven Reinforcements
( 4)
Sorcery
Create two 2/1 red Dwarf Berserker creature tokens. 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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Dwarven Scorcher
( 1)
Creature — Dwarf
(1/1)
Sacrifice Dwarven Scorcher: Dwarven Scorcher deals 1 damage to target creature unless that creature's controller has Dwarven Scorcher deal 2 damage to them.
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Dwarven Soldier
( 2)
Creature — Dwarf Soldier
(2/1)
Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.
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Dwarven Vigilantes
( 3)
Creature — Dwarf
(2/2)
Whenever Dwarven Vigilantes attacks and isn't blocked, you may have it deal damage equal to its power to target creature. If you do, Dwarven Vigilantes assigns no combat damage this turn.
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Dwarven Warriors
( 3)
Creature — Dwarf Warrior
(1/1)
: Target creature with power 2 or less can't be blocked this turn.
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Dwindle
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets -6/-0. When enchanted creature blocks, destroy it. (The attacking creature remains blocked.)
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Dying Wail
( 2)
Enchantment — Aura
Enchant creature When enchanted creature dies, target player discards two cards.
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Dynacharge
( 1)
Instant
Target creature you control gets +2/+0 until end of turn. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Eager Beaver
( 3)
Host Creature — Beaver
(3/2)
When this creature enters, you may untap target permanent.
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Eager Construct
( 2)
Artifact Creature — Construct
(2/2)
When Eager Construct enters, each player may scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
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Eager First-Year
( 2)
Creature — Human Wizard
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, Eager First-Year gets +1/+0 until end of turn.
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Eagles of the North
( 6)
Creature — Bird Soldier
(3/3)
Flying When Eagles of the North enters, creatures you control get +1/+0 and gain first strike until end of turn. Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Early Winter
( 5)
Instant
Choose one — • Exile target creature. • Target opponent exiles an enchantment they control.
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Earsplitting Rats
( 4)
Creature — Rat
(2/1)
When Earsplitting Rats enters, each player discards a card. Discard a card: Regenerate Earsplitting Rats.
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Earth Rift
( 4)
Sorcery
Destroy target land. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Earth Tremor
( 4)
Instant
Earth Tremor deals damage to target creature or planeswalker equal to the number of lands you control.
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Earthbind
( 1)
Enchantment — Aura
Enchant creature When Earthbind enters, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying."
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Earth-Cult Elemental
( 6)
Creature — Elemental
(6/6)
Siege Monster — When Earth-Cult Elemental enters, roll a d20. 1–9 | Each player sacrifices a permanent. 10–19 | Each opponent sacrifices a permanent. 20 | Each opponent sacrifices two permanents.
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Earthlore
( 1)
Enchantment — Aura
Enchant land you control Tap enchanted land: Target blocking creature gets +1/+2 until end of turn. Activate only if enchanted land is untapped.
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Earth-Origin Yak
( 4)
Creature — Ox
(2/4)
When Earth-Origin Yak enters, creatures you control get +1/+1 until end of turn.
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Earthshaking Si
( 6)
Creature — Beast
(5/5)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Easterling Vanguard
( 2)
Creature — Human Warrior
(2/1)
When Easterling Vanguard dies, amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Eastfarthing Farmer
( 3)
Creature — Halfling Peasant
(2/3)
When Eastfarthing Farmer enters, create a Food token. When you do, target creature you control gets +1/+1 until end of turn for each Food you control. (A Food token is an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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East-Mark Cavalier
( 2)
Creature — Human Knight
(2/2)
Vigilance Whenever East-Mark Cavalier deals damage to a Goblin or Orc, destroy that creature.
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Eaten Alive
( 1)
Sorcery
As an additional cost to cast this spell, sacrifice a creature or pay . Exile target creature or planeswalker.
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Ebony Charm
( 1)
Instant
Choose one — • Target opponent loses 1 life and you gain 1 life. • Exile up to three target cards from a single graveyard. • Target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Ebony Horse
( 3)
Artifact
, : Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
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Eccentric Farmer
( 3)
Creature — Human Peasant
(2/3)
When Eccentric Farmer enters, mill three cards, then you may return a 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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Echo Circlet
( 2)
Artifact — Equipment
Equipped creature can block an additional creature each combat. Equip
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Echo Inspector
( 4)
Creature — Bird Rogue
(2/3)
Flying When Echo Inspector enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
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Echo of Dusk
( 2)
Creature — Vampire Spirit
(2/2)
Descend 4 — As long as there are four or more permanent cards in your graveyard, Echo of Dusk gets +1/+1 and has lifelink.
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Echo Tracer
( 3)
Creature — Human Wizard
(2/2)
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 Echo Tracer is turned face up, return target creature to its owner's hand.
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Echoing Calm
( 2)
Instant
Destroy target enchantment and all other enchantments with the same name as that enchantment.
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