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Cutthroat Maneuver
  ( 4)
Instant
Up to two target creatures each get +1/+1 and gain lifelink until end of turn.
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Cyberman Patrol
 ( 2)
Artifact Creature — Cyberman
(2/2)
Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.)
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Cyclonus, Cybertronian Fighter
( 0)
Legendary Artifact — Vehicle
(5/5)
Living metal (During your turn, this Vehicle is also a creature.) Flying Whenever Cyclonus deals combat damage to a player, convert it. If you do, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
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Cyclopean Giant
   ( 4)
Creature — Zombie Giant
(4/2)
When this creature dies, target land becomes a Swamp. Exile this creature.
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Cyclopean Mummy
  ( 2)
Creature — Zombie
(2/1)
When this creature dies, exile it.
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Cyclopean Snare
 ( 2)
Artifact
, : Tap target creature, then return this artifact to its owner's hand.
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Cyclopean Tomb
 ( 4)
Artifact
, : Put a mire counter on target non-Swamp land. That land is a Swamp for as long as it has a mire counter on it. Activate only during your upkeep.
When this artifact is put into a graveyard from the battlefield, at the beginning of each of your upkeeps for the rest of the game, remove all mire counters from a land that a mire counter was put onto with this artifact but that a mire counter has not been removed from with this artifact.
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Cyclops Electromancer
  ( 5)
Creature — Cyclops Wizard
(4/2)
When this creature enters, it deals X damage to target creature an opponent controls, where X is the number of instant and sorcery cards in your graveyard.
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Cyclops Tyrant
  ( 6)
Creature — Cyclops
(3/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) This creature can't block creatures with power 2 or less.
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Cytoplast Manipulator
   ( 4)
Creature — Human Wizard Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) , : Gain control of target creature with a +1/+1 counter on it for as long as this creature remains on the battlefield.
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Daemogoth Titan
    ( 4)
Creature — Demon
(11/10)
Whenever this creature attacks or blocks, sacrifice a creature.
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Daggerfang Duo
  ( 3)
Creature — Rat Squirrel
(3/2)
Deathtouch When this creature enters, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
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Daghatar the Adamant
  ( 4)
Legendary Creature — Human Warrior
(0/0)
Vigilance Daghatar enters with four +1/+1 counters on it.   : Move a +1/+1 counter from target creature onto a second target creature.
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Dakmor Lancer
   ( 6)
Creature — Human Knight
(3/3)
When this creature enters, destroy target nonblack creature.
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Dalkovan Packbeasts
  ( 3)
Creature — Ox
(0/4)
Vigilance Mobilize 3 (Whenever this creature attacks, create three tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
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Dan Lewis
  ( 2)
Legendary Creature — Human
(2/2)
Noncreature, non-Equipment artifacts you control are Equipment in addition to their other types and have "Equipped creature gets +1/+0" and equip . Doctor's companion (You can have two commanders if the other is the Doctor.)
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Dance of Many
  ( 2)
Enchantment
When this enchantment enters, create a token that's a copy of target nontoken creature. When this enchantment leaves the battlefield, exile the token. When the token leaves the battlefield, sacrifice this enchantment. At the beginning of your upkeep, sacrifice this enchantment 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 this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura 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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Dance with Calamity
  ( 8)
Sorcery
Shuffle your library. As many times as you choose, you may exile the top card of your library. If the total mana value of the cards exiled this way is 13 or less, you may cast any number of spells from among those cards without paying their mana costs.
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Dance with Devils
  ( 4)
Instant
Create two 1/1 red Devil creature tokens. They have "When this token dies, it deals 1 damage to any target."
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Dancing Scimitar
 ( 4)
Artifact Creature — Spirit
(1/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Dancing Sword
  ( 2)
Artifact — Equipment
Equipped creature gets +2/+1. When equipped creature dies, you may have this Equipment become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment. Equip 
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Dandân
  ( 2)
Creature — Fish
(4/1)
This creature can't attack unless defending player controls an Island. When you control no Islands, sacrifice this creature.
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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 enters, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
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Danitha, New Benalia's Light
   ( 3)
Legendary Creature — Human Knight
(2/2)
Vigilance, trample, lifelink Once during each of your turns, you may cast an Aura or Equipment spell from your graveyard.
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Danny Pink
  ( 4)
Legendary Creature — Human Soldier Advisor
(4/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
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Danse Macabre
   ( 5)
Sorcery
Each player sacrifices a nontoken creature of their choice. Roll a d20 and add the toughness of the creature you sacrificed this way. 1–14 | Return a creature card put into a graveyard this way to the battlefield under your control. 15+ | Return up to two creature cards put into graveyards this way to the battlefield under your control.
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Daretti, Scrap Savant
  ( 4)
Legendary Planeswalker — Daretti
(3)
+2: Discard up to two cards, then draw that many cards. −2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield. −10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step." Daretti, Scrap Savant can be your commander.
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Daring Buccaneer
 ( 1)
Creature — Human Pirate
(2/2)
As an additional cost to cast this spell, reveal a Pirate card from your hand or pay .
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Daring Mechanic
  ( 3)
Creature — Human Artificer
(3/3)
 : Put a +1/+1 counter on target Mount or Vehicle.
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Dark Banishing
  ( 3)
Instant
Destroy target nonblack creature. It can't be regenerated.
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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 Revenant
  ( 4)
Creature — Spirit
(2/2)
Flying When this creature dies, put it on top of its owner's library.
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Dark Supplicant
 ( 1)
Creature — Human Cleric
(1/1)
, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it onto the battlefield. If you search your library this way, shuffle.
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Darksteel Pendant
 ( 2)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) , : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Daru Sanctifier
  ( 4)
Creature — Human Cleric
(1/4)
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 this creature is turned face up, destroy target enchantment.
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Dauntless Dismantler
  ( 2)
Creature — Human Artificer
(1/4)
Artifacts your opponents control enter tapped.   , Sacrifice this creature: Destroy each artifact with mana value X.
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Dauntless Veteran
   ( 3)
Creature — Human Soldier
(2/2)
Whenever this creature attacks, creatures you control get +1/+1 until end of turn.
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D'Avenant Archer
  ( 3)
Creature — Human Soldier Archer
(1/2)
: This creature deals 1 damage to target attacking or blocking creature.
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D'Avenant Healer
   ( 3)
Creature — Human Cleric Archer
(1/2)
: This creature deals 1 damage to target attacking or blocking creature.
: Prevent the next 1 damage that would be dealt to any target this turn.
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D'Avenant Trapper
  ( 3)
Creature — Human Archer
(3/2)
Whenever you cast a historic spell, tap target creature an opponent controls. (Artifacts, legendaries, and Sagas are historic.)
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Dawn Evangel
  ( 3)
Enchantment Creature — Human Cleric
(2/3)
Whenever a creature dies, if an Aura you controlled was attached to it, return target creature card with mana value 2 or less from your graveyard to your hand.
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Dawning Angel
  ( 5)
Creature — Angel
(3/2)
Flying When this creature enters, you gain 4 life.
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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 this creature enters, target creature gets +2/+0 until end of turn.
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Daybreak Ranger
  ( 3)
Creature — Human Archer Ranger Werewolf
(2/2)
: This creature deals 2 damage to target creature with flying.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Dazzling Angel
  ( 3)
Creature — Angel
(2/3)
Flying Whenever another creature you control enters, you gain 1 life.
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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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Deadbeat Attendant
  ( 2)
Creature — Vampire Employee
(1/1)
When this creature enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
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Deadbridge Chant
   ( 6)
Enchantment
When this enchantment enters, mill ten cards. At the beginning of your upkeep, choose a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, put it into your hand.
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Deadbridge Shaman
  ( 3)
Creature — Elf Shaman
(3/1)
When this creature dies, target opponent discards a card.
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Deadly Alliance
  ( 5)
Instant
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Destroy target creature or planeswalker.
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Deadly Dancer
( 0)
Creature — Vampire
(3/3)
Trample When this creature transforms into Deadly Dancer, add  . Until end of turn, you don't lose this mana as steps and phases end.  : This creature and another target creature each get +1/+0 until end of turn.
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Deadly Vanity
    ( 8)
Sorcery
Choose a creature or planeswalker, then destroy all other creatures and planeswalkers.
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Deadly Wanderings
   ( 5)
Enchantment
As long as you control exactly one creature, that creature gets +2/+0 and has deathtouch and lifelink.
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Death of a Thousand Stings
  ( 5)
Instant — Arcane
Target player loses 1 life and you gain 1 life. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return this card from your graveyard to your hand.
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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 this card from your graveyard to the battlefield tapped.
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Deathforge Shaman
  ( 5)
Creature — Ogre Shaman
(4/3)
Multikicker (You may pay an additional any number of times as you cast this spell.) When this creature enters, it deals damage to target player or planeswalker equal to twice the number of times it was kicked.
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Deathless Ancient
   ( 6)
Creature — Vampire Knight
(4/4)
Flying Tap three untapped Vampires you control: Return this card from your graveyard to your hand.
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Deathless Angel
   ( 6)
Creature — Angel
(5/7)
Flying  : Target creature gains indestructible until end of turn.
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Fell Horseman (Deathly Ride)
  ( 2)
Sorcery — Adventure
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
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Death-Mask Duplicant
 ( 7)
Artifact Creature — Shapeshifter
(5/5)
Imprint — : Exile target creature card from your graveyard. As long as a card exiled with this creature has flying, this creature has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample.
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Debtors' Transport
  ( 6)
Creature — Thrull
(5/3)
Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
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Declare Dominance
   ( 5)
Sorcery
Target creature gets +3/+3 until end of turn. All creatures able to block it this turn do so.
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Deep Analysis
  ( 4)
Sorcery
Target player draws two cards. Flashback— , Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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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 Reconnaissance
  ( 3)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Deepchannel Mentor
  ( 6)
Creature — Merfolk Rogue
(2/2)
Blue creatures you control can't be blocked.
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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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Deep-Slumber Titan
   ( 4)
Creature — Giant Warrior
(7/7)
This creature enters tapped. This creature doesn't untap during your untap step. Whenever this creature is dealt damage, untap it.
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Deepwood Tantiv
  ( 5)
Creature — Beast
(2/4)
Whenever this creature becomes blocked, you gain 2 life.
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Defang
  ( 2)
Enchantment — Aura
Enchant creature Prevent all damage that would be dealt by enchanted creature.
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Defenders of Humanity
   ( 3)
Enchantment
When this enchantment enters, create X 2/2 white Astartes Warrior creature tokens with vigilance.   , Exile this enchantment: 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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Defensive Maneuvers
  ( 4)
Instant
Creatures of the creature type of your choice get +0/+4 until end of turn.
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Defensive Stance
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -1/+1.
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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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Defiant Falcon
  ( 2)
Creature — Rebel Bird
(1/1)
Flying , : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
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Defiant Greatmaw
  ( 3)
Creature — Hippo
(4/5)
When this creature enters, put two -1/-1 counters on target creature you control. Whenever you put one or more -1/-1 counters on this creature, remove a -1/-1 counter from another target creature you control.
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Defiant Ogre
  ( 6)
Creature — Ogre Warrior
(3/5)
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Destroy target artifact.
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