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Doomed Artisan
( 3)
Creature — Human Artificer
(1/1)
Sculptures you control can't attack or block. At the beginning of your end step, create a colorless Sculpture artifact creature token with "This creature's power and toughness are each equal to the number of Sculptures you control."
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Doomed Dissenter
( 2)
Creature — Human
(1/1)
When Doomed Dissenter dies, create a 2/2 black Zombie creature token.
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Doomed Necromancer
( 3)
Creature — Human Cleric Mercenary
(2/2)
, , Sacrifice Doomed Necromancer: Return target creature card from your graveyard to the battlefield.
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Doomed Traveler
( 1)
Creature — Human Soldier
(1/1)
When Doomed Traveler dies, create a 1/1 white Spirit creature token with flying.
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Doomfall
( 3)
Sorcery
Choose one — • Target opponent exiles a creature they control. • Target opponent reveals their hand. You choose a nonland card from it. Exile that card.
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Doomgape
( 7)
Creature — Elemental
(10/10)
Trample At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature's toughness.
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Doomsday
( 3)
Sorcery
Search your library and graveyard for five cards and exile the rest. Put the chosen cards on top of your library in any order. You lose half your life, rounded up.
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Doomsday Confluence
( 1)
Sorcery
Choose X. You may choose the same mode more than once. • Each player sacrifices a nonartifact creature of their choice. • Create a 3/3 black Dalek artifact creature token with menace. • Each opponent discards a card.
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Doomsday Excruciator
( 6)
Creature — Demon
(6/6)
Flying When Doomsday Excruciator enters, if it was cast, each player exiles all but the bottom six cards of their library face down. At the beginning of your upkeep, draw a card.
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Doomsday Specter
( 4)
Creature — Specter
(2/3)
Flying When Doomsday Specter enters, return a blue or black creature you control to its owner's hand. Whenever Doomsday Specter deals combat damage to a player, look at that player's hand and choose a card from it. The player discards that card.
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Doomskar Oracle
( 3)
Creature — Human Cleric
(3/2)
Whenever you cast your second spell each turn, you gain 2 life. 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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Doomskar Titan
( 6)
Creature — Giant Berserker
(4/4)
When Doomskar Titan enters, creatures you control get +1/+0 and gain haste until end of turn. 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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Doomskar Warrior
( 4)
Creature — Human Warrior
(4/3)
Backup 1 Trample Whenever this creature deals combat damage to a player or battle, look at that many cards from the top of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Doomwake Giant
( 5)
Enchantment Creature — Giant
(4/6)
Constellation — Whenever Doomwake Giant or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn.
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Door of Destinies
( 4)
Artifact
As Door of Destinies enters, choose a creature type. Whenever you cast a spell of the chosen type, put a charge counter on Door of Destinies. Creatures you control of the chosen type get +1/+1 for each charge counter on Door of Destinies.
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Doorkeeper
( 2)
Creature — Homunculus
(0/4)
Defender , : Target player mills X cards, where X is the number of creatures you control with defender.
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Doorkeeper Thrull
( 2)
Creature — Thrull
(1/2)
Flash Flying Artifacts and creatures entering don't cause abilities to trigger.
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Doors of Durin
( 5)
Legendary Artifact
Whenever you attack, scry 2, then you may reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking. Until your next turn, it gains trample if you control a Dwarf and hexproof if you control an Elf.
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Do-Over (playtest)
( 2)
Instant
Restart the turn, except with CARDNAME in exile. (First, return all cards to where they were as the turn began. For information from hidden zones like the hand, reconstruct as best you can, and do the rest at random.)
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Doran, the Siege Tower
( 3)
Legendary Creature — Treefolk Shaman
(0/5)
Each creature assigns combat damage equal to its toughness rather than its power.
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Dormant Gomazoa
( 3)
Creature — Jellyfish
(5/5)
Flying Dormant Gomazoa enters tapped. Dormant Gomazoa doesn't untap during your untap step. Whenever you become the target of a spell, you may untap Dormant Gomazoa.
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Dormant Grove
( 4)
Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has toughness 6 or greater, transform Dormant Grove.
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Dormant Sliver
( 4)
Creature — Sliver
(2/2)
All Sliver creatures have defender. All Slivers have "When this permanent enters, draw a card."
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Dormant Volcano
( 0)
Land
Dormant Volcano enters tapped. When Dormant Volcano enters, sacrifice it unless you return an untapped Mountain you control to its owner's hand. : Add .
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Dorothea, Vengeful Victim
( 2)
Legendary Creature — Spirit
(4/4)
Flying When Dorothea, Vengeful Victim attacks or blocks, sacrifice it at end of combat. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Dorothea's Retribution
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, create a 4/4 white Spirit creature token with flying that's tapped and attacking. Sacrifice that token at end of combat." If Dorothea's Retribution would be put into a graveyard from anywhere, exile it instead.
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Dosan the Falling Leaf
( 3)
Legendary Creature — Human Monk
(2/2)
Players can cast spells only during their own turns.
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Double Cleave
( 2)
Instant
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
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Double Cross
( 5)
Sorcery
Choose another player. Look at that player's hand and choose a card other than a basic land card from it. They discard that card. At the beginning of the first upkeep in your next game with that player, look at that player's hand and choose a card other than a basic land card from it. They discard that card.
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Double Deal
( 5)
Sorcery
Choose another player. Double Deal deals 3 damage to that player. At the beginning of the first upkeep in your next game with that player, Double Deal deals 3 damage to the player.
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Double Dip
( 5)
Instant
Choose another player. You gain 5 life. At the beginning of the first upkeep in your next game with that player, you gain 5 life.
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Double Down
( 4)
Enchantment
Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)
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Double Header
( 5)
Creature — Drake
(2/3)
Flying When Double Header enters, you may return target permanent with a two-word name to its owner's hand.
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Double Major
( 2)
Instant
Copy target creature spell you control, except it isn't legendary if the spell is legendary. (A copy of a creature spell becomes a token.)
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Double Play
( 5)
Sorcery
Choose another player. Search your library for a basic land card, put it onto the battlefield, then shuffle. At the beginning of the first upkeep in your next game with that player, search your library for a basic land card, put it onto the battlefield, then shuffle.
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Double Take
( 5)
Instant
Choose another player. You draw two cards. At the beginning of the first upkeep in your next game with that player, you draw two cards.
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Double Vision
( 5)
Enchantment
Whenever you cast your first instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy.
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Doublecast
( 2)
Sorcery
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
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Doubling Chant
( 6)
Sorcery
For each creature you control, you may search your library for a creature card with the same name as that creature. Put those cards onto the battlefield, then shuffle.
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Doubling Cube
( 2)
Artifact
, : Double the amount of each type of unspent mana you have.
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Doubling Season
( 5)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
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Doubtless One
( 4)
Creature — Cleric Avatar
(*/*)
Doubtless One's power and toughness are each equal to the number of Clerics on the battlefield. Whenever Doubtless One deals damage, you gain that much life.
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Dour Port-Mage
( 2)
Creature — Frog Wizard
(1/3)
Whenever one or more other creatures you control leave the battlefield without dying, draw a card. , : Return another target creature you control to its owner's hand.
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Douse
( 3)
Enchantment
: Counter target red spell.
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Douse in Gloom
( 3)
Instant
Douse in Gloom deals 2 damage to target creature and you gain 2 life.
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Dovin Baan
( 4)
Legendary Planeswalker — Dovin
(3)
+1: Until your next turn, up to one target creature gets -3/-0 and its activated abilities can't be activated. −1: You gain 2 life and draw a card. −7: You get an emblem with "Your opponents can't untap more than two permanents during their untap steps."
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Dovin, Architect of Law
( 6)
Legendary Planeswalker — Dovin
(5)
+1: You gain 2 life and draw a card. −1: Tap target creature. It doesn't untap during its controller's next untap step. −9: Tap all permanents target opponent controls. That player skips their next untap step.
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Dovin, Grand Arbiter
( 3)
Legendary Planeswalker — Dovin
(3)
+1: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin, Grand Arbiter. −1: Create a 1/1 colorless Thopter artifact creature token with flying. You gain 1 life. −7: Look at the top ten cards of your library. Put three of them into your hand and the rest on the bottom of your library in a random order.
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Dovin, Hand of Control
( 3)
Legendary Planeswalker — Dovin
(5)
Artifact, instant, and sorcery spells your opponents cast cost more to cast. −1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.
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Dovin's Acuity
( 3)
Enchantment
When Dovin's Acuity enters, you gain 2 life and draw a card. Whenever you cast an instant spell during your main phase, you may return Dovin's Acuity to its owner's hand.
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Dovin's Automaton
( 4)
Artifact Creature — Homunculus
(3/3)
As long as you control a Dovin planeswalker, Dovin's Automaton gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.)
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Dovin's Dismissal
( 4)
Instant
Put up to one target tapped creature on top of its owner's library. You may search your library and/or graveyard for a card named Dovin, Architect of Law, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Dovin's Veto
( 2)
Instant
This spell can't be countered. Counter target noncreature spell.
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Down // Dirty (Down)
( 4)
Sorcery
Target player discards two cards. Fuse (You may cast one or both halves of this card from your hand.)
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Down for Repairs
( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Destroy up to one target Attraction that player controls. (It's put into their junkyard.)
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Downdraft
( 3)
Enchantment
: Target creature loses flying until end of turn. Sacrifice Downdraft: It deals 2 damage to each creature with flying.
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Downhill Charge
( 3)
Instant
You may sacrifice a Mountain rather than pay this spell's mana cost. Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control.
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Downpour
( 2)
Instant
Tap up to three target creatures.
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Downsize
( 1)
Instant
Target creature you don't control gets -4/-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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Downwind Ambusher
( 4)
Creature — Skunk Assassin
(4/2)
Flash When Downwind Ambusher enters, choose one — • Target creature an opponent controls gets -1/-1 until end of turn. • Destroy target creature an opponent controls that was dealt damage this turn.
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Dowsing Dagger
( 2)
Artifact — Equipment
When Dowsing Dagger enters, target opponent creates two 0/2 green Plant creature tokens with defender. Equipped creature gets +2/+1. Whenever equipped creature deals combat damage to a player, you may transform Dowsing Dagger. Equip
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Dowsing Device
( 2)
Artifact
Whenever Dowsing Device or another artifact you control enters, up to one target creature you control gets +1/+0 and gains haste until end of turn. Then transform Dowsing Device if you control four or more artifacts.
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Dr. Julius Jumblemorph
( 4)
Legendary Creature
(4/4)
Dr. Julius Jumblemorph is every creature type (even if this card isn't on the battlefield). Whenever a host you control enters, you may search your library and/or graveyard for a card with augment and combine it with that host. If you search your library this way, shuffle.
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Drach'Nyen
( 6)
Legendary Artifact — Equipment
Echo of the First Murder — When Drach'Nyen enters, exile up to one target creature. Daemon Sword — Equipped creature has menace and gets +X/+0, where X is the exiled card's power. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Draco
( 16)
Artifact Creature — Dragon
(9/9)
Domain — This spell costs less to cast for each basic land type among lands you control. Flying Domain — At the beginning of your upkeep, sacrifice Draco unless you pay . This cost is reduced by for each basic land type among lands you control.
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Draconian Cylix
( 3)
Artifact
, , Discard a card at random: Regenerate target creature.
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Draconian Gate-Bot
( 5)
Artifact Creature — Robot
(4/2)
When Draconian Gate-Bot enters, choose one — • Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) • Destroy target Attraction. (It's put into its owner's junkyard.)
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Draconic Destiny
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying, haste, and ": This creature gets +1/+0 until end of turn." It's a Dragon in addition to its other types. When enchanted creature dies, return Draconic Destiny to its owner's hand.
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Draconic Disciple
( 3)
Creature — Human Shaman
(2/2)
: Add one mana of any color. , , Sacrifice Draconic Disciple: Create a 5/5 red Dragon creature token with flying.
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Draconic Intervention
( 4)
Sorcery
As an additional cost to cast this spell, exile an instant or sorcery card from your graveyard. Draconic Intervention deals X damage to each non-Dragon creature, where X is the exiled card's mana value. If a creature dealt damage this way would die this turn, exile it instead. Exile Draconic Intervention.
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Draconic Lore
( 6)
Instant
This spell costs less to cast if you control a Dragon. Draw three cards.
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Draconic Muralists
( 4)
Creature — Dragon Bard
(4/3)
When Draconic Muralists dies, you may search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
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Draconic Roar
( 2)
Instant
As an additional cost to cast this spell, you may reveal a Dragon card from your hand. Draconic Roar deals 3 damage to target creature. If you revealed a Dragon card or controlled a Dragon as you cast this spell, Draconic Roar deals 3 damage to that creature's controller.
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Dracoplasm
( 2)
Creature — Shapeshifter
(0/0)
Flying As Dracoplasm enters, sacrifice any number of creatures. Dracoplasm's power becomes the total power of those creatures and its toughness becomes their total toughness. : Dracoplasm gets +1/+0 until end of turn.
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Drafna's Restoration
( 1)
Sorcery
Put any number of target artifact cards from target player's graveyard on top of their library in any order.
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Drag Down
( 3)
Instant
Domain — Target creature gets -1/-1 until end of turn for each basic land type among lands you control.
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Drag the Canal
( 2)
Instant
Create a 2/2 white and blue Detective creature token. If a creature died this turn, you gain 2 life, surveil 2, then investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Drag to the Bottom
( 4)
Sorcery
Domain — Each creature gets -X/-X until end of turn, where X is 1 plus the number of basic land types among lands you control.
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Drag to the Roots
( 4)
Instant
Delirium — This spell costs less to cast as long as there are four or more card types among cards in your graveyard. Destroy target nonland permanent.
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Drag to the Underworld
( 4)
Instant
This spell costs less to cast, where X is your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.) Destroy target creature.
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Drag Under
( 3)
Sorcery
Return target creature to its owner's hand. Draw a card.
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Dragon Appeasement
( 6)
Enchantment
Skip your draw step. Whenever you sacrifice a creature, you may draw a card.
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Dragon Arch
( 5)
Artifact
, : You may put a multicolored creature card from your hand onto the battlefield.
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Dragon Bell Monk
( 3)
Creature — Human Monk
(2/2)
Vigilance Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Dragon Blood
( 3)
Artifact
, : Put a +1/+1 counter on target creature.
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Dragon Breath
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has haste. : Enchanted creature gets +1/+0 until end of turn. When a creature with mana value 6 or greater enters, you may return Dragon Breath from your graveyard to the battlefield attached to that creature.
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Dragon Broodmother
( 6)
Creature — Dragon
(4/4)
Flying At the beginning of each upkeep, create a 1/1 red and green Dragon creature token with flying and devour 2. (As the token enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)
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Dragon Cultist
( 5)
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, if a source you controlled dealt 5 or more damage this turn, create a 4/4 red Dragon creature token with flying."
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Dragon Egg
( 3)
Creature — Dragon Egg
(0/2)
Defender When Dragon Egg dies, create a 2/2 red Dragon creature token with flying and ": This creature gets +1/+0 until end of turn."
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Dragon Engine
( 3)
Artifact Creature — Construct
(1/3)
: Dragon Engine gets +1/+0 until end of turn.
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