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Desmond Miles
( 2)
Legendary Creature — Human Assassin
(1/3)
Menace Desmond Miles gets +1/+0 for each other Assassin you control and each Assassin card in your graveyard. Whenever Desmond Miles deals combat damage to a player, surveil X, where X is the amount of damage it dealt to that player.
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Desolation
( 3)
Enchantment
At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land. Desolation deals 2 damage to each player who sacrificed a Plains this way.
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Desolation Angel
( 5)
Creature — Angel
(5/4)
Kicker (You may pay an additional as you cast this spell.) Flying When Desolation Angel enters, destroy all lands you control. If it was kicked, destroy all lands instead.
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Desolation Twin
( 10)
Creature — Eldrazi
(10/10)
When you cast this spell, create a 10/10 colorless Eldrazi creature token.
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Driven // Despair (Despair)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, that player discards a card."
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Despark
( 2)
Instant
Exile target permanent with mana value 4 or greater.
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Desperate Bloodseeker
( 2)
Creature — Vampire
(2/2)
Lifelink When Desperate Bloodseeker enters, target player mills two cards. (They put the top two cards of their library into their graveyard.)
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Desperate Castaways
( 2)
Creature — Human Pirate
(2/3)
Desperate Castaways can't attack unless you control an artifact.
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Desperate Farmer
( 3)
Creature — Human Peasant
(2/2)
Lifelink When another creature you control dies, transform Desperate Farmer.
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Desperate Gambit
( 1)
Instant
Choose a source you control and flip a coin. If you win the flip, the next time that source would deal damage this turn, it deals double that damage instead. If you lose the flip, the next time it would deal damage this turn, prevent that damage.
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Desperate Lunge
( 2)
Instant
Target creature gets +2/+2 and gains flying until end of turn. You gain 2 life.
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Desperate Ravings
( 2)
Instant
Draw two cards, then discard a card at random. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Desperate Research
( 2)
Sorcery
Choose a card name other than a basic land card name. Reveal the top seven cards of your library and put all of them with that name into your hand. Exile the rest.
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Desperate Sentry
( 3)
Creature — Human Soldier
(1/2)
When Desperate Sentry dies, create a 3/2 colorless Eldrazi Horror creature token. Delirium — Desperate Sentry gets +3/+0 as long as there are four or more card types among cards in your graveyard.
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Desperate Stand
( 2)
Sorcery
Strive — This spell costs more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain first strike and vigilance until end of turn.
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Despise
( 1)
Sorcery
Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card.
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Despoil
( 4)
Sorcery
Destroy target land. Its controller loses 2 life.
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Despoiler of Souls
( 2)
Creature — Horror
(3/1)
Despoiler of Souls can't block. , Exile two other creature cards from your graveyard: Return Despoiler of Souls from your graveyard to the battlefield.
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Despondency
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0. When Despondency is put into a graveyard from the battlefield, return Despondency to its owner's hand.
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Despotic Scepter
( 1)
Artifact
: Destroy target permanent you own. It can't be regenerated.
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Destiny Spinner
( 2)
Enchantment Creature — Human
(2/3)
Creature and enchantment spells you control can't be countered. : Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
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Destroy Evil
( 2)
Instant
Choose one — • Destroy target creature with toughness 4 or greater. • Destroy target enchantment.
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Destroy the Evidence
( 5)
Sorcery
Destroy target land. Its controller reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
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Destructive Digger
( 3)
Creature — Goblin
(3/2)
, , Sacrifice an artifact or land: Draw a card.
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Destructive Flow
( 3)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonbasic land.
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Destructive Force
( 7)
Sorcery
Each player sacrifices five lands. Destructive Force deals 5 damage to each creature.
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Destructive Revelry
( 2)
Instant
Destroy target artifact or enchantment. Destructive Revelry deals 2 damage to that permanent's controller.
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Destructive Tampering
( 3)
Sorcery
Choose one — • Destroy target artifact. • Creatures without flying can't block this turn.
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Destructive Urge
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals combat damage to a player, that player sacrifices a land.
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Destructor Dragon
( 6)
Creature — Dragon
(4/4)
Flying When Destructor Dragon dies, destroy target noncreature permanent.
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Desynchronization
( 4)
Instant
Return each nonland permanent that's not historic to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
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Desynchronize
( 5)
Instant
Target nonland permanent's owner puts it on the top or bottom of their library. Scry 2.
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Detainment Spell
( 1)
Enchantment — Aura
Enchant creature Enchanted creature's activated abilities can't be activated. : Attach Detainment Spell to target creature.
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Detective of the Month
( 3)
Creature — Human Detective
(2/3)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, Detectives you control can't be blocked. Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.
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Detective's Phoenix
( 3)
Enchantment Creature — Phoenix
(2/2)
Bestow—, Collect evidence 6. (To pay this bestow cost, pay and exile cards with total mana value 6 or greater from your graveyard.) Flying, haste Enchanted creature gets +2/+2 and has flying and haste. You may cast Detective's Phoenix from your graveyard using its bestow ability.
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Detective's Satchel
( 4)
Artifact
When Detective's Satchel enters, investigate twice. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") : Create a 1/1 colorless Thopter artifact creature token with flying. Activate only if you've sacrificed an artifact this turn.
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Detention Sphere
( 3)
Enchantment
When Detention Sphere enters, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent. When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
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Detention Vortex
( 1)
Enchantment — Aura
Enchant nonland permanent Enchanted permanent can't attack or block, and its activated abilities can't be activated. : Destroy Detention Vortex. Only your opponents may activate this ability and only as a sorcery.
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Determined Iteration
( 2)
Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
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Detonate
( 1)
Sorcery
Destroy target artifact with mana value X. It can't be regenerated. Detonate deals X damage to that artifact's controller.
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Deus of Calamity
( 5)
Creature — Spirit Avatar
(6/6)
Trample Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls.
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Devastate
( 5)
Sorcery
Destroy target land. Devastate deals 1 damage to each creature and each player.
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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. Devastating Dreams deals X damage to each creature.
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Devastating Summons
( 1)
Sorcery
As an additional cost to cast this spell, sacrifice X lands. Create two X/X red Elemental creature tokens.
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Devastation
( 7)
Sorcery
Destroy all creatures and lands.
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Devastation Tide
( 5)
Sorcery
Return all nonland permanents to their owners' hands. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Deviant Glee
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has ": This creature gains trample until end of turn."
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Devilish Valet
( 3)
Creature — Devil Warrior
(1/3)
Trample, haste Alliance — Whenever another creature you control enters, double Devilish Valet's power until end of turn.
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Devils' Playground
( 6)
Sorcery
Create four 1/1 red Devil creature tokens. They have "When this creature dies, it deals 1 damage to any target."
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Devious Cover-Up
( 4)
Instant
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may shuffle up to four target cards from your graveyard into your library.
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Devkarin Dissident
( 2)
Creature — Elf Warrior
(2/2)
: Devkarin Dissident gets +2/+2 until end of turn.
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Devoted Caretaker
( 1)
Creature — Human Cleric
(1/2)
, : Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
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Devoted Crop-Mate
( 3)
Creature — Human Warrior
(3/2)
You may exert Devoted Crop-Mate as it attacks. When you do, return target creature card with mana value 2 or less from your graveyard to the battlefield. (An exerted creature won't untap during your next untap step.)
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Devoted Druid
( 2)
Creature — Elf Druid
(0/2)
: Add . Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid.
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Devoted Grafkeeper
( 2)
Creature — Human Peasant
(2/1)
When Devoted Grafkeeper enters, mill two cards. Whenever you cast a spell from your graveyard, tap target creature you don't control. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Devoted Paladin
( 5)
Creature — Orc Knight
(4/4)
Beacon of Hope — When Devoted Paladin enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Devoted Retainer
( 1)
Creature — Human Samurai
(1/1)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Devotee of Strength
( 3)
Creature — Snake Wizard
(3/2)
: Target creature gets +2/+2 until end of turn.
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Devour Flesh
( 2)
Instant
Target player sacrifices a creature, then gains life equal to that creature's toughness.
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Devour in Flames
( 3)
Sorcery
As an additional cost to cast this spell, return a land you control to its owner's hand. Devour in Flames deals 5 damage to target creature or planeswalker.
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Devour in Shadow
( 2)
Instant
Destroy target creature. It can't be regenerated. You lose life equal to that creature's toughness.
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Devour Intellect
( 1)
Sorcery
Target opponent discards a card. If mana from a Treasure was spent to cast this spell, instead that player reveals their hand, you choose a nonland card from it, then that player discards that card.
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Devourer of Destiny
( 7)
Creature — Eldrazi
(6/6)
You may reveal this card from your opening hand. If you do, at the beginning of your first upkeep, look at the top four cards of your library. You may put one of those cards back on top of your library. Exile the rest. When you cast this spell, exile target permanent that's one or more colors.
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Devourer of Memory
( 2)
Creature — Nightmare
(2/1)
Whenever one or more cards are put into your graveyard from your library, Devourer of Memory gets +1/+1 until end of turn and can't be blocked this turn. : Mill a card.
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Devouring Deep
( 3)
Creature — Fish
(1/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Devouring Greed
( 4)
Sorcery — Arcane
As an additional cost to cast this spell, you may sacrifice any number of Spirits. Target player loses 2 life plus 2 life for each Spirit sacrificed this way. You gain that much life.
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Devouring Hellion
( 3)
Creature — Hellion
(2/2)
As Devouring Hellion enters, you may sacrifice any number of creatures and/or planeswalkers. If you do, it enters with twice that many +1/+1 counters on it.
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Devouring Light
( 3)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Exile target attacking or blocking creature.
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Devouring Rage
( 5)
Instant — Arcane
As an additional cost to cast this spell, you may sacrifice any number of Spirits. Target creature gets +3/+0 until end of turn. For each Spirit sacrificed this way, that creature gets an additional +3/+0 until end of turn.
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Devouring Strossus
( 8)
Creature — Phyrexian Horror
(9/9)
Flying, trample At the beginning of your upkeep, sacrifice a creature. Sacrifice a creature: Regenerate Devouring Strossus.
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Devouring Sugarmaw
( 4)
Creature — Horror
(6/6)
Menace, trample At the beginning of your upkeep, you may sacrifice an artifact, enchantment, or token. If you don't, tap Devouring Sugarmaw.
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Devouring Swarm
( 3)
Creature — Insect
(2/1)
Flying Sacrifice a creature: Devouring Swarm gets +1/+1 until end of turn.
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Devouring Tendrils
( 2)
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control. When the permanent you don't control dies this turn, you gain 2 life.
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Devout Chaplain
( 3)
Creature — Human Cleric
(2/2)
, Tap two untapped Humans you control: Exile target artifact or enchantment.
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Devout Decree
( 2)
Sorcery
Exile target creature or planeswalker that's black or red. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Devout Harpist
( 1)
Creature — Human
(1/1)
: Destroy target Aura attached to a creature.
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Devout Invocation
( 7)
Sorcery
Tap any number of untapped creatures you control. Create a 4/4 white Angel creature token with flying for each creature tapped this way.
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Devout Lightcaster
( 3)
Creature — Kor Cleric
(2/2)
Protection from black When Devout Lightcaster enters, exile target black permanent.
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Devout Monk
( 1)
Creature — Human Monk Cleric
(1/1)
When Devout Monk enters, you gain 1 life.
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Dewdrop Cure
( 3)
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Return up to two target creature cards each with mana value 2 or less from your graveyard to the battlefield. If the gift was promised, instead return up to three target creature cards each with mana value 2 or less from your graveyard to the battlefield.
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Dewdrop Spy
( 3)
Creature — Faerie Rogue
(2/2)
Flash Flying When Dewdrop Spy enters, look at the top card of target player's library.
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Dhund Operative
( 2)
Creature — Human Rogue
(2/2)
As long as you control an artifact, Dhund Operative gets +1/+0 and has deathtouch.
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