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Dampen Thought
( 2)
Instant — Arcane
Target player mills four cards. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Dance of Many
( 2)
Enchantment
When Dance of Many enters, create a token that's a copy of target nontoken creature. When Dance of Many leaves the battlefield, exile the token. When the token leaves the battlefield, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay .
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Dance of Shadows
( 5)
Sorcery — Arcane
Creatures you control get +1/+0 and gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
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Dance of the Dead
( 2)
Enchantment — Aura
Enchant creature card in a graveyard When Dance of the Dead enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Dance of the Dead." Put enchanted creature card onto the battlefield tapped under your control and attach Dance of the Dead to it. When Dance of the Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
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Dance of the Manse
( 2)
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
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Dance of the Skywise
( 2)
Instant
Until end of turn, target creature you control becomes a blue Dragon Illusion with base power and toughness 4/4, loses all abilities, and gains flying.
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Dance of the Tumbleweeds
( 2)
Sorcery
Spree (Choose one or more additional costs.) + — Search your library for a basic land card or a Desert card, put it onto the battlefield, then shuffle. + — Create an X/X green Elemental creature token, where X is the number of lands you control.
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Dancing Sword
( 2)
Artifact — Equipment
Equipped creature gets +2/+1. When equipped creature dies, you may have Dancing Sword become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment. Equip
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Armed // Dangerous (Dangerous)
( 4)
Sorcery
All creatures able to block target creature this turn do so. Fuse (You may cast one or both halves of this card from your hand.)
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Danitha Capashen, Paragon
( 3)
Legendary Creature — Human Knight
(2/2)
First strike, vigilance, lifelink Aura and Equipment spells you cast cost less to cast.
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Danitha, Benalia's Hope
( 5)
Legendary Creature — Human Knight
(4/4)
First strike, vigilance, lifelink When Danitha, Benalia's Hope enters, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
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Daretti, Ingenious Iconoclast
( 3)
Legendary Planeswalker — Daretti
(3)
+1: Create a 1/1 colorless Construct artifact creature token with defender. −1: You may sacrifice an artifact. If you do, destroy target artifact or creature. −6: Choose target artifact card in a graveyard or artifact on the battlefield. Create three tokens that are copies of it.
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Dargo, the Shipwrecker
( 7)
Legendary Creature — Giant Pirate
(7/5)
As an additional cost to cast this spell, you may sacrifice any number of artifacts and/or creatures. This spell costs less to cast for each permanent sacrificed this way and less to cast for each other artifact or creature you've sacrificed this turn. Trample Partner (You can have two commanders if both have partner.)
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Darien, King of Kjeldor
( 6)
Legendary Creature — Human Soldier
(3/3)
Whenever you're dealt damage, you may create that many 1/1 white Soldier creature tokens.
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Daring Archaeologist
( 4)
Creature — Human Artificer
(3/3)
When Daring Archaeologist enters, you may return target artifact card from your graveyard to your hand. Whenever you cast a historic spell, put a +1/+1 counter on Daring Archaeologist. (Artifacts, legendaries, and Sagas are historic.)
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Daring Discovery
( 5)
Sorcery
Up to three target creatures can't block this turn. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Daring Fiendbonder
( 4)
Creature — Human Warlock
(5/1)
Haste Daring Fiendbonder attacks each combat if able. , Exile Daring Fiendbonder from your graveyard: Put an indestructible counter on target creature. Activate only as a sorcery.
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Daring Saboteur
( 2)
Creature — Human Pirate
(2/1)
: Daring Saboteur can't be blocked this turn. Whenever Daring Saboteur deals combat damage to a player, you may draw a card. If you do, discard a card.
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Dark Apostle
( 4)
Creature — Astartes Warlock
(3/3)
Gift of Chaos — , : The next noncreature spell you cast this turn has cascade. (When you cast that spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Dark Confidant
( 2)
Creature — Human Wizard
(2/1)
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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Dark Favor
( 2)
Enchantment — Aura
Enchant creature When Dark Favor enters, you lose 1 life. Enchanted creature gets +3/+1.
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Dark Impostor
( 3)
Creature — Vampire Assassin
(2/2)
: Exile target creature and put a +1/+1 counter on Dark Impostor. Dark Impostor has all activated abilities of all creature cards exiled with it.
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Dark Intimations
( 5)
Sorcery
Each opponent sacrifices a creature or planeswalker of their choice, then discards a card. You return a creature or planeswalker card from your graveyard to your hand, then draw a card. When you cast a Bolas planeswalker spell, exile Dark Intimations from your graveyard. That planeswalker enters with an additional loyalty counter on it.
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Dark Nourishment
( 5)
Instant
Dark Nourishment deals 3 damage to any target. You gain 3 life.
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Dark Offering
( 6)
Sorcery
Destroy target nonblack creature. You gain 3 life.
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Dark Petition
( 5)
Sorcery
Search your library for a card, put that card into your hand, then shuffle. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, add .
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Dark Prophecy
( 3)
Enchantment
Whenever a creature you control dies, you draw a card and you lose 1 life.
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Dark Salvation
( 1)
Sorcery
Target player creates X 2/2 black Zombie creature tokens, then up to one target creature gets -1/-1 until end of turn for each Zombie that player controls.
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Dark Suspicions
( 4)
Enchantment
At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand.
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Dark-Dweller Oracle
( 2)
Creature — Goblin Shaman
(2/2)
, Sacrifice a creature: Exile the top card of your library. You may play that card this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
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Darklit Gargoyle
( 2)
Artifact Creature — Gargoyle
(1/2)
Flying : Darklit Gargoyle gets +2/-1 until end of turn.
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Darkmoss Bridge
( 0)
Artifact Land
Darkmoss Bridge enters tapped. Indestructible : Add or .
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Darkslick Shores
( 0)
Land
Darkslick Shores enters tapped unless you control two or fewer other lands. : Add or .
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Darksteel Colossus
( 11)
Artifact Creature — Golem
(11/11)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Indestructible (Damage and effects that say "destroy" don't destroy this creature.) If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
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Darksteel Forge
( 9)
Artifact
Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)
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Darksteel Gargoyle
( 7)
Artifact Creature — Gargoyle
(3/3)
Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
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Darksteel Garrison
( 2)
Artifact — Fortification
Fortified land has indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)
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Darksteel Ingot
( 3)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) : Add one mana of any color.
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Darksteel Monolith
( 8)
Artifact
Indestructible Once each turn, you may pay rather than pay the mana cost for a colorless spell you cast from your hand.
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Darksteel Mutation
( 2)
Enchantment — Aura
Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
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Darksteel Reactor
( 4)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor. When Darksteel Reactor has twenty or more charge counters on it, you win the game.
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Darkthicket Wolf
( 2)
Creature — Wolf
(2/2)
: Darkthicket Wolf gets +2/+2 until end of turn. Activate only once each turn.
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Darling of the Masses
( 4)
Creature — Elf Citizen
(2/4)
Other Citizens you control get +1/+0. Whenever Darling of the Masses attacks, create a 1/1 green and white Citizen creature token.
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Dart Throw (Dart Throw (a))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches Dart Throw, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice Dart Throw, then open an Attraction. Lights — 2, 3, 4, 6
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Dart Throw (Dart Throw (b))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches Dart Throw, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice Dart Throw, then open an Attraction. Lights — 2, 3, 5, 6
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Dart Throw (Dart Throw (c))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches Dart Throw, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice Dart Throw, then open an Attraction. Lights — 2, 4, 5, 6
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Dart Throw (Dart Throw (d))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches Dart Throw, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice Dart Throw, then open an Attraction. Lights — 3, 4, 5, 6
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Darting Merfolk
( 2)
Creature — Merfolk
(1/1)
: Return Darting Merfolk to its owner's hand.
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Daryl, Hunter of Walkers
( 4)
Legendary Creature — Human Archer
(4/4)
At the beginning of your upkeep, target opponent creates three Walker tokens. : Daryl deals 2 damage to target creature. Whenever a Zombie an opponent controls dies, draw a card.
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Dash Hopes
( 2)
Instant
When you cast this spell, any player may pay 5 life. If a player does, counter Dash Hopes. Counter target spell.
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Dashing Bloodsucker
( 4)
Creature — Vampire Warrior
(2/5)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Dashing Bloodsucker gets +2/+0 and gains lifelink until end of turn.
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Daughter of Autumn
( 4)
Legendary Creature — Avatar
(2/4)
: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead.
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Dauntless Bodyguard
( 1)
Creature — Human Knight
(2/1)
As Dauntless Bodyguard enters, choose another creature you control. Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
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Dauntless Dourbark
( 4)
Creature — Treefolk Warrior
(*/*)
Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control. Dauntless Dourbark has trample as long as you control another Treefolk.
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Dauntless Escort
( 3)
Creature — Rhino Soldier
(3/3)
Sacrifice Dauntless Escort: Creatures you control gain indestructible until end of turn.
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Dauntless Survivor
( 2)
Creature — Human Warrior
(1/1)
When Dauntless Survivor enters, put a +1/+1 counter on target creature.
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Dauthi Cutthroat
( 2)
Creature — Dauthi Minion
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) , : Destroy target creature with shadow.
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Dauthi Ghoul
( 2)
Creature — Dauthi Zombie
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever a creature with shadow dies, put a +1/+1 counter on Dauthi Ghoul.
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Dauthi Horror
( 2)
Creature — Dauthi Horror
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Horror can't be blocked by white creatures.
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Dauthi Voidwalker
( 2)
Creature — Dauthi Rogue
(3/2)
Shadow (This creature can block or be blocked by only creatures with shadow.) If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it. , Sacrifice Dauthi Voidwalker: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
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Dauthi Warlord
( 2)
Creature — Dauthi Soldier
(*/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Warlord's power is equal to the number of creatures on the battlefield with shadow.
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Davriel, Rogue Shadowmage
( 3)
Legendary Planeswalker — Davriel
(3)
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, Davriel, Rogue Shadowmage deals 2 damage to them. −1: Target player discards a card.
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Davriel, Soul Broker
( 4)
Legendary Planeswalker — — Davriel
+1: Until your next turn, whenever an opponent attacks you and/or planeswalkers you control, they discard a card. If they can't, they sacrifice an attacking creature. −2: Accept one of Davriel's offers, then accept one of Davriel's conditions. −3: Target creature perpetually gets -3/-3.
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Davros, Dalek Creator
( 4)
Legendary Artifact Creature — Alien Scientist
(3/4)
Menace At the beginning of your end step, create a 3/3 black Dalek artifact creature token with menace if an opponent lost 3 or more life this turn. Then each opponent who lost 3 or more life this turn faces a villainous choice — You draw a card, or that player discards a card.
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Dawn of a New Age
( 2)
Enchantment
Dawn of a New Age enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from Dawn of a New Age. If you do, draw a card. Then if Dawn of a New Age has no hope counters on it, sacrifice it and you gain 4 life.
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Dawn of Hope
( 2)
Enchantment
Whenever you gain life, you may pay . If you do, draw a card. : Create a 1/1 white Soldier creature token with lifelink.
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Dawn of the Dead
( 5)
Enchantment
At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
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Dawn to Dusk
( 4)
Sorcery
Choose one or both — • Return target enchantment card from your graveyard to your hand. • Destroy target enchantment.
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Dawnbringer Charioteers
( 4)
Creature — Human Soldier
(2/4)
Flying, lifelink Heroic — Whenever you cast a spell that targets Dawnbringer Charioteers, put a +1/+1 counter on Dawnbringer Charioteers.
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Dawnglare Invoker
( 3)
Creature — Kor Wizard
(2/1)
Flying : Tap all creatures target player controls.
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Dawnhart Mentor
( 3)
Creature — Human Warlock
(0/4)
When Dawnhart Mentor enters, create a 1/1 white Human creature token. Coven — : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
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Dawnhart Rejuvenator
( 4)
Creature — Human Warlock
(2/4)
When Dawnhart Rejuvenator enters, you gain 3 life. : Add one mana of any color.
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Dawn's Reflection
( 4)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
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Daxos of Meletis
( 3)
Legendary Creature — Human Soldier
(2/2)
Daxos of Meletis can't be blocked by creatures with power 3 or greater. Whenever Daxos of Meletis deals combat damage to a player, exile the top card of that player's library. You gain life equal to that card's mana value. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
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Daxos the Returned
( 3)
Legendary Creature — Zombie Soldier
(2/2)
Whenever you cast an enchantment spell, you get an experience counter. : Create a white and black Spirit enchantment creature token. It has "This creature's power and toughness are each equal to the number of experience counters you have."
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Daxos, Blessed by the Sun
( 2)
Legendary Enchantment Creature — Demigod
(2/*)
Daxos's toughness is equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.) Whenever another creature you control enters or dies, you gain 1 life.
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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 Combatants
( 3)
Creature — Human Warrior
(2/2)
Haste (This creature can attack and as soon as it comes under your control.) When Daybreak Combatants enters, target creature gets +2/+0 until end of turn.
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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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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 Reflection
( 2)
Instant
You gain life equal to target creature's power. The next time that creature would deal damage this turn, prevent that damage.
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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 Drop
( 10)
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .) Target player sacrifices two creatures of their choice.
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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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Dead Reckoning
( 3)
Sorcery
You may put target creature card from your graveyard on top of your library. If you do, Dead Reckoning deals damage equal to that card's power to target creature.
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