|
Drana, Kalastria Bloodchief
   ( 5)
Legendary Creature — Vampire Shaman
(4/4)
Flying   : Target creature gets -0/-X until end of turn and Drana gets +X/+0 until end of turn.
|
|
|
Drana, Liberator of Malakir
   ( 3)
Legendary Creature — Vampire Ally
(2/3)
Flying, first strike Whenever Drana deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
|
|
|
Drana, the Last Bloodchief
   ( 5)
Legendary Creature — Vampire Cleric
(4/4)
Flying Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
|
|
|
Drana's Chosen
  ( 4)
Creature — Vampire Shaman Ally
(2/2)
Cohort — , Tap an untapped Ally you control: Create a tapped 2/2 black Zombie creature token.
|
|
|
Drana's Emissary
   ( 3)
Creature — Vampire Cleric Ally
(2/2)
Flying At the beginning of your upkeep, each opponent loses 1 life and you gain 1 life.
|
|
|
Drana's Silencer
  ( 6)
Creature — Vampire Rogue
(3/2)
When this creature enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
|
|
|
Drannith Healer
  ( 2)
Creature — Human Cleric
(2/2)
Whenever you cycle another card, you gain 1 life. Cycling ( , Discard this card: Draw a card.)
|
|
|
Drannith Magistrate
  ( 2)
Creature — Human Wizard
(1/3)
Your opponents can't cast spells from anywhere other than their hands.
|
|
|
Drannith Stinger
  ( 2)
Creature — Human Wizard
(2/2)
Whenever you cycle another card, this creature deals 1 damage to each opponent. Cycling ( , Discard this card: Draw a card.)
|
|
|
Draugr Necromancer
  ( 4)
Snow Creature — Zombie Cleric
(4/4)
If a nontoken creature an opponent controls would die, exile that card with an ice counter on it instead. You may cast spells from among cards in exile your opponents own with ice counters on them, and you may spend mana from snow sources as though it were mana of any color to cast those spells.
|
|
|
Dread Wanderer
 ( 1)
Creature — Zombie Jackal
(2/1)
This creature enters tapped.  : Return this card from your graveyard to the battlefield. Activate only as a sorcery and only if you have one or fewer cards in hand.
|
|
|
Dreadhorde Arcanist
  ( 2)
Creature — Zombie Wizard
(1/3)
Trample Whenever this creature attacks, you may cast target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
|
|
|
Dreamdew Entrancer
   ( 4)
Creature — Frog Wizard
(3/4)
Reach When this creature enters, tap up to one target creature and put three stun counters on it. If you control that creature, draw two cards.
|
|
|
Dreams of Steel and Oil
 ( 1)
Sorcery
Target opponent reveals their hand. You choose an artifact or creature card from it, then choose an artifact or creature card from their graveyard. Exile the chosen cards.
|
|
|
Dreamshaper Shaman
  ( 6)
Enchantment Creature — Minotaur Shaman
(5/4)
At the beginning of your end step, you may pay  and sacrifice a nonland permanent. If you do, reveal cards from the top of your library until you reveal a nonland permanent card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
|
|
|
Dreamstalker Manticore
  ( 3)
Enchantment Creature — Manticore
(4/2)
Whenever you cast your first spell during each opponent's turn, this creature deals 1 damage to any target.
|
|
|
Dream-Thief's Bandana
 ( 2)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, look at the top card of their library, then exile it face down. For as long as it remains exiled, you may play it, and mana of any type can be spent to cast that spell. Equip 
|
|
|
Drogskol Infantry
  ( 2)
Creature — Spirit Soldier
(2/2)
Disturb  (You may cast this card from your graveyard transformed for its disturb cost.)
|
|
|
Dromar, the Banisher
    ( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Dromar deals combat damage to a player, you may pay  . If you do, choose a color, then return all creatures of that color to their owners' hands.
|
|
|
Dromoka's Command
  ( 2)
Instant
Choose two — • Prevent all damage target instant or sorcery spell would deal this turn. • Target player sacrifices an enchantment of their choice. • Put a +1/+1 counter on target creature. • Target creature you control fights target creature you don't control.
|
|
|
Drowsing Tyrannodon
  ( 2)
Creature — Dinosaur
(3/3)
Defender (This creature can't attack.) As long as you control a creature with power 4 or greater, this creature can attack as though it didn't have defender.
|
|
|
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.)
|
|
|
Dryad Militant
 ( 1)
Creature — Dryad Soldier
(2/1)
( can be paid with either or .) If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead.
|
|
|
Dryad of the Ilysian Grove
  ( 3)
Enchantment Creature — Nymph Dryad
(2/4)
You may play an additional land on each of your turns. Lands you control are every basic land type in addition to their other types.
|
|
|
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. (Each deals damage equal to its power to the other.)
|
|
|
Duergar Assailant
 ( 1)
Creature — Dwarf Soldier
(1/1)
Sacrifice this creature: It deals 1 damage to target attacking or blocking creature.
|
|
|
Duggan, Private Detective
   ( 4)
Legendary Creature — Human Detective
(*/*)
Duggan's power and toughness are each equal to the number of cards in your hand. Whenever Duggan enters or attacks, investigate. The Most Important Punch in History —  , : Duggan deals damage equal to twice its power to another target creature. Activate only once.
|
|
|
Dune Chanter
  ( 3)
Creature — Plant Druid
(2/3)
Reach Lands you control and land cards you own that aren't on the battlefield are Deserts in addition to their other types. Lands you control have " : Add one mana of any color." : Mill two cards. You gain 1 life for each land card milled this way.
|
|
|
Dúnedain Rangers
  ( 4)
Creature — Human Ranger
(4/4)
Landfall — Whenever a land you control enters, if you don't control a Ring-bearer, the Ring tempts you.
|
|
|
Dunland Crebain
  ( 3)
Creature — Bird Horror
(1/1)
Flying When this creature 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.)
|
|
|
Duplicant
 ( 6)
Artifact Creature — Shapeshifter
(2/4)
Imprint — When this creature enters, you may exile target nontoken creature. As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
|
|
|
Durable Handicraft
  ( 2)
Enchantment
Whenever a creature you control enters, you may pay . If you do, put a +1/+1 counter on that creature.  , Sacrifice this enchantment: Put a +1/+1 counter on each creature you control.
|
|
|
Durnan of the Yawning Portal
  ( 4)
Legendary Creature — Human Warrior
(3/3)
Whenever Durnan attacks, look at the top four cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in any order. For as long as that card remains exiled, you may cast it. That spell has undaunted. (It costs less to cast for each opponent.) Choose a Background (You can have a Background as a second commander.)
|
|
|
Dusk Legion Sergeant
  ( 2)
Creature — Vampire Soldier
(2/2)
Menace  , Sacrifice this creature: Each nontoken Vampire creature you control gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
|
|
|
Dusk Mangler
   ( 7)
Creature — Horror
(5/4)
As an additional cost to cast this spell, sacrifice a creature, discard a card, or pay 4 life. When this creature enters, each opponent sacrifices a creature of their choice, discards a card, and loses 4 life.
|
|
|
Duskana, the Rage Mother
    ( 5)
Legendary Creature — Bear
(5/5)
When Duskana enters, draw a card for each creature you control with base power and toughness 2/2. Whenever a creature you control with base power and toughness 2/2 attacks, it gets +3/+3 until end of turn.
|
|
|
Duskfang Mentor
  ( 3)
Creature — Human Cleric
(1/3)
When this creature enters, put a lifelink counter on target non-Human creature you control.  , : Put a +1/+1 counter on each creature you control with lifelink.
|
|
|
Duskmantle Operative
  ( 2)
Creature — Human Rogue
(2/2)
This creature can't be blocked by creatures with power 4 or greater.
|
|
|
Duskmantle Prowler
  ( 4)
Creature — Vampire Rogue
(2/2)
Haste (This creature can attack and as soon as it comes under your control.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
|
|
|
Duskmantle Seer
   ( 4)
Creature — Vampire Wizard
(4/4)
Flying At the beginning of your upkeep, each player reveals the top card of their library, loses life equal to that card's mana value, then puts it into their hand.
|
|
|
Dust Animus
  ( 2)
Creature — Spirit
(2/3)
Flying If you control five or more untapped lands, this creature enters with two +1/+1 counters and a lifelink counter on it. Plot  (You may pay  and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
|
|
|
Dutiful Attendant
  ( 3)
Creature — Human Warrior
(1/2)
When this creature dies, return another target creature card from your graveyard to your hand.
|
|
|
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.)
|
|
|
Dwarven Lieutenant
  ( 2)
Creature — Dwarf Soldier
(1/2)
 : Target Dwarf creature gets +1/+0 until end of turn.
|
|
|
Dwarven Sea Clan
  ( 3)
Creature — Dwarf
(1/1)
: Choose target attacking or blocking creature whose controller controls an Island. This creature deals 2 damage to that creature at end of combat. Activate only before the end of combat step.
|
|
|
Dwarven Vigilantes
  ( 3)
Creature — Dwarf
(2/2)
Whenever this creature attacks and isn't blocked, you may have it deal damage equal to its power to target creature. If you do, this creature assigns no combat damage this turn.
|
|
|
Eagle of Deliverance
   ( 6)
Creature — Bird Soldier
(5/5)
Flying When this creature enters, put an indestructible counter on another target creature you control. Draw a card if that creature's power is 2 or less.
|
|
|
Earth Servant
  ( 6)
Creature — Elemental
(4/4)
This creature gets +0/+1 for each Mountain you control.
|
|
|
Earthshaker Giant
   ( 6)
Creature — Giant Druid
(6/6)
Trample When this creature enters, other creatures you control get +3/+3 and gain trample until end of turn.
|
|
|
Easterling Vanguard
  ( 2)
Creature — Human Warrior
(2/1)
When this creature 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.)
|
|
|
Eaten by Piranhas
  ( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
|
|
|
Ecstatic Electromancer
   ( 3)
Creature — Goblin Wizard
(2/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature enters or attacks, you may discard a card. If you do, draw a card.
|
|
|
Eiganjo Exemplar
  ( 2)
Enchantment Creature — Human Samurai
(2/1)
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn.
|
|
|
Eiganjo Free-Riders
  ( 4)
Creature — Human Soldier
(3/4)
Flying At the beginning of your upkeep, return a white creature you control to its owner's hand.
|
|
|
Eiganjo Uprising
   ( 2)
Sorcery
Create X 2/2 white Samurai creature tokens with vigilance. They gain menace and haste until end of turn. Each opponent creates X minus one 2/2 white Samurai creature tokens with vigilance.
|
|
|
Eight-and-a-Half-Tails
  ( 2)
Legendary Creature — Fox Cleric
(2/2)
 : Target permanent you control gains protection from white until end of turn.
: Target spell or permanent becomes white until end of turn.
|
|
|
Elaborate Firecannon
 ( 2)
Artifact
This artifact doesn't untap during your untap step. , : This artifact deals 2 damage to any target.
At the beginning of your upkeep, you may discard a card. If you do, untap this artifact.
|
|
|
Eland Umbra
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+4. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
|
|
|
Elanor Gardner
  ( 4)
Legendary Creature — Halfling Scout
(2/4)
When Elanor enters, create a Food token. At the beginning of your end step, if you sacrificed a Food this turn, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
|
|
|
Elder Land Wurm
    ( 7)
Creature — Dragon Wurm
(5/5)
Defender, trample When this creature blocks, it loses defender.
|
|
|
Elderfang Disciple
  ( 2)
Creature — Elf Cleric
(1/1)
When this creature enters, each opponent discards a card.
|
|
|
Elderfang Ritualist
  ( 3)
Creature — Elf Cleric
(3/1)
When this creature dies, return another target Elf card from your graveyard to your hand.
|
|
|
Elderfang Venom
   ( 4)
Enchantment
Attacking Elves you control have deathtouch. Whenever an Elf you control dies, each opponent loses 1 life and you gain 1 life.
|
|
|
Electrodominance
   ( 2)
Instant
Electrodominance deals X damage to any target. You may cast a spell with mana value X or less from your hand without paying its mana cost.
|
|
|
Electrostatic Infantry
  ( 2)
Creature — Dwarf Wizard
(1/2)
Trample Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature.
|
|
|
Elegant Edgecrafters
   ( 6)
Creature — Elf Artificer
(3/4)
This creature can't be blocked by creatures with power 2 or less. Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
|
|
|
Elegant Entourage
  ( 4)
Creature — Elf Druid
(4/4)
Alliance — Whenever another creature you control enters, target creature other than this creature gets +1/+1 and gains trample until end of turn.
|
|
|
Elegant Parlor
( 0)
Land — Mountain Plains
( : Add or .) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
|
|
|
Grand Entryway // Elegant Rotunda (Elegant Rotunda)
  ( 3)
Enchantment — Room
When you unlock this door, put a +1/+1 counter on each of up to two target creatures. (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.)
|
|
|
Elemental Resonance
   ( 4)
Enchantment — Aura
Enchant permanent At the beginning of your first main phase, add mana equal to enchanted permanent's mana cost. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
|
|
|
Elenda's Hierophant
  ( 3)
Creature — Vampire Cleric
(1/1)
Flying Whenever you gain life, put a +1/+1 counter on this creature. When this creature dies, create X 1/1 white Vampire creature tokens with lifelink, where X is its power.
|
|
|
Elephant Ambush
   ( 4)
Instant
Create a 3/3 green Elephant creature token. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Elephant Grass
 ( 1)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Black creatures can't attack you. Nonblack creatures can't attack you unless their controller pays for each creature they control that's attacking you.
|
|
|
Elephant Guide
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3. When enchanted creature dies, create a 3/3 green Elephant creature token.
|
|
|
Elephant Resurgence
  ( 2)
Sorcery
Each player creates a green Elephant creature token. Those creatures have "This token's power and toughness are each equal to the number of creature cards in its controller's graveyard."
|
|
|
Elesh Norn, Grand Cenobite
   ( 7)
Legendary Creature — Phyrexian Praetor
(4/7)
Vigilance Other creatures you control get +2/+2. Creatures your opponents control get -2/-2.
|
|
|
Elfhame Sanctuary
  ( 2)
Enchantment
At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle. If you do, you skip your draw step this turn.
|
|
|
Elfsworn Giant
   ( 5)
Creature — Giant
(5/3)
Reach (This creature can block creatures with flying.) Landfall — Whenever a land you control enters, create a 1/1 green Elf Warrior creature token.
|
|
|
Elite Arcanist
  ( 4)
Creature — Human Wizard
(1/1)
When this creature enters, you may exile an instant card from your hand. , : Copy the exiled card. You may cast the copy without paying its mana cost. X is the mana value of the exiled card.
|
|
|
Elspeth, Knight-Errant
   ( 4)
Legendary Planeswalker — Elspeth
(4)
+1: Create a 1/1 white Soldier creature token. +1: Target creature gets +3/+3 and gains flying until end of turn. −8: You get an emblem with "Artifacts, creatures, enchantments, and lands you control have indestructible."
|
|
|
Elturgard Ranger
  ( 5)
Creature — Human Elf Ranger
(4/1)
Reach When this creature enters, create a 2/2 green Wolf creature token.
|
|
|
Elvish Branchbender
  ( 3)
Creature — Elf Druid
(2/2)
: Until end of turn, target Forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control.
|
|
|