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Death Wind
( 1)
Instant
Target creature gets -X/-X until end of turn.
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Deathbonnet Hulk
( 0)
Creature — Fungus Horror
(3/3)
At the beginning of your upkeep, you may exile a card from a graveyard. If a creature card was exiled this way, put a +1/+1 counter on Deathbonnet Hulk.
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Deathbonnet Sprout
( 1)
Creature — Fungus
(1/1)
At the beginning of your upkeep, mill a card. Then if there are three or more creature cards in your graveyard, transform Deathbonnet Sprout. (To mill a card, put the top card of your library into your graveyard.)
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Deathcap Cultivator
( 2)
Creature — Human Druid
(2/1)
: Add or . Delirium — Deathcap Cultivator has deathtouch as long as there are four or more card types among cards in your graveyard.
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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 Deathforge Shaman enters, it deals damage to target player or planeswalker equal to twice the number of times it was kicked.
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Deathgazer
( 4)
Creature — Lizard
(2/2)
Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.
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Deathgrip
( 2)
Enchantment
: Counter target green spell.
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Deathless Ancient
( 6)
Creature — Vampire Knight
(4/4)
Flying Tap three untapped Vampires you control: Return Deathless Ancient from your graveyard to your hand.
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Deathless Behemoth
( 6)
Creature — Eldrazi
(6/6)
Vigilance Sacrifice two Eldrazi Scions: Return Deathless Behemoth from your graveyard to your hand. Activate only as a sorcery.
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Deathless Knight
( 4)
Creature — Skeleton Knight
(4/2)
Haste When you gain life for the first time each turn, return Deathless Knight from your graveyard to your hand.
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Deathmark
( 1)
Sorcery
Destroy target green or white creature.
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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 Death-Mask Duplicant has flying, Death-Mask Duplicant has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample.
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Death-Priest of Myrkul
( 4)
Creature — Tiefling Cleric
(2/2)
Skeletons, Vampires, and Zombies you control get +1/+1. At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 1/1 black Skeleton creature token.
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Death-Rattle Oni
( 7)
Creature — Demon Spirit
(5/4)
Flash This spell costs less to cast for each creature that died this turn. When Death-Rattle Oni enters, destroy all other creatures that were dealt damage this turn.
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Deathreap Ritual
( 4)
Enchantment
Morbid — At the beginning of each end step, if a creature died this turn, you may draw a card.
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Deathsprout
( 4)
Instant
Destroy target creature. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Debtor's Pulpit
( 5)
Enchantment — Aura
Enchant land Enchanted land has ": Tap target creature."
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Decaying Time Loop
( 4)
Instant
Discard all the cards in your hand, then draw that many cards. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Deceiver Exarch
( 3)
Creature — Phyrexian Cleric
(1/4)
Flash (You may cast this spell any time you could cast an instant.) When Deceiver Exarch enters, choose one — • Untap target permanent you control. • Tap target permanent an opponent controls.
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Decimator Beetle
( 5)
Creature — Insect
(4/5)
When Decimator Beetle enters, put a -1/-1 counter on target creature you control. Whenever Decimator Beetle attacks, remove a -1/-1 counter from target creature you control and put a -1/-1 counter on up to one target creature defending player controls.
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Decisive Denial
( 2)
Instant
Choose one — • Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.) • Counter target noncreature spell unless its controller pays .
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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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Decoction Module
( 2)
Artifact
Whenever a creature you control enters, you get (an energy counter). , : Return target creature you control to its owner's hand.
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Decompose
( 2)
Sorcery
Exile up to three target cards from a single graveyard.
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Decomposition
( 2)
Enchantment — Aura
Enchant black creature Enchanted creature has "Cumulative upkeep—Pay 1 life." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.) When enchanted creature dies, its controller loses 2 life.
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Decorated Champion
( 2)
Creature — Elf Warrior
(2/2)
Whenever another Warrior your team controls enters, put a +1/+1 counter on Decorated Champion.
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Decorated Griffin
( 5)
Creature — Griffin
(2/3)
Flying : Prevent the next 1 combat damage that would be dealt to you this turn.
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Dee Kay, Finder of the Lost
( 3)
Legendary Creature — Zombie Employee
(1/4)
When Dee Kay, Finder of the Lost enters, open an Attraction. Whenever you roll a 2, each opponent loses 1 life and you gain 1 life. Whenever you roll a 4, you may tap or untap target artifact or creature. Whenever you roll a 6, return target creature card from your graveyard to your hand.
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Deem Worthy
( 5)
Instant
Deem Worthy deals 7 damage to target creature. Cycling (, Discard this card: Draw a card.) When you cycle Deem Worthy, you may have it deal 2 damage to target creature.
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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 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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Deep Spawn
( 8)
Creature — Homarid
(6/6)
Trample At the beginning of your upkeep, sacrifice Deep Spawn unless you mill two cards. : Deep Spawn gains shroud until end of turn and doesn't untap during your next untap step. Tap Deep Spawn. (A creature with shroud can't be the target of spells or abilities.)
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Deep Wood
( 2)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Prevent all damage that would be dealt to you this turn by attacking creatures.
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Deep-Cavern Bat
( 2)
Creature — Bat
(1/1)
Flying, lifelink When Deep-Cavern Bat enters, look at target opponent's hand. You may exile a nonland card from it until Deep-Cavern Bat leaves the battlefield.
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Deepchannel Mentor
( 6)
Creature — Merfolk Rogue
(2/2)
Blue creatures you control can't be blocked.
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Deepmuck Desperado
( 3)
Creature — Homarid Mercenary
(2/4)
Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Deeproot Waters
( 3)
Enchantment
Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Deep-Sea Serpent
( 6)
Creature — Serpent
(5/5)
Deep-Sea Serpent can't attack unless defending player controls an Island.
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Deepwood Legate
( 4)
Creature — Shade
(1/1)
If an opponent controls a Forest and you control a Swamp, you may cast this spell without paying its mana cost. : Deepwood Legate gets +1/+1 until end of turn.
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Deepwood Tantiv
( 5)
Creature — Beast
(2/4)
Whenever Deepwood Tantiv becomes blocked, you gain 2 life.
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Defabricate
( 2)
Instant
Choose one — • Counter target artifact or enchantment spell. If a spell is countered this way, exile it instead of putting it into its owner's graveyard. • Counter target activated or triggered ability.
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Painter's Studio // Defaced Gallery (Defaced Gallery)
( 2)
Enchantment — Room
Whenever you attack, attacking creatures you control get +1/+0 until end of turn. (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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Defend the Celestus
( 4)
Instant
Distribute three +1/+1 counters among one, two, or three target creatures you control.
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Defensive Formation
( 1)
Enchantment
Rather than the attacking player, you assign the combat damage of each creature attacking you. You can divide that creature's combat damage as you choose among any of the creatures blocking it.
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Defiant Greatmaw
( 3)
Creature — Hippo
(4/5)
When Defiant Greatmaw enters, put two -1/-1 counters on target creature you control. Whenever you put one or more -1/-1 counters on Defiant Greatmaw, remove a -1/-1 counter from another target creature you control.
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Defiant Stand
( 2)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Target creature gets +1/+3 until end of turn. Untap that creature.
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Defiant Strike
( 1)
Instant
Target creature gets +1/+0 until end of turn. Draw a card.
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Defiant Survivor
( 3)
Creature — Human Survivor
(3/2)
Survival — At the beginning of your second main phase, if Defiant Survivor is tapped, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Defiant Vanguard
( 3)
Creature — Human Rebel
(2/2)
When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. , : Search your library for a Rebel permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
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Defile
( 1)
Instant
Target creature gets -1/-1 until end of turn for each Swamp you control.
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Defiled Crypt // Cadaver Lab (Defiled Crypt)
( 4)
Enchantment — Room
Whenever one or more cards leave your graveyard, create a 2/2 black Horror enchantment creature token. This ability triggers only once each turn. (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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Defiling Tears
( 3)
Instant
Until end of turn, target creature becomes black, gets +1/-1, and gains ": Regenerate this creature."
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Defossilize
( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. That creature explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
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Deft Dismissal
( 4)
Instant
Deft Dismissal deals 3 damage divided as you choose among one, two, or three target attacking or blocking creatures.
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Defy Death
( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Angel, put two +1/+1 counters on it.
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Dega Sanctuary
( 3)
Enchantment
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.
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Delay
( 2)
Instant
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
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Delirium
( 3)
Instant
Cast this spell only during an opponent's turn. Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn.
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Deluge
( 3)
Instant
Tap all creatures without flying.
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Delver of Secrets
( 1)
Creature — Human Wizard
(1/1)
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform Delver of Secrets.
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Supply // Demand (Demand)
( 3)
Sorcery
Search your library for a multicolored card, reveal it, put it into your hand, then shuffle.
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Dementia Sliver
( 5)
Creature — Sliver
(3/3)
All Slivers have ": Choose a card name. Target opponent reveals a card at random from their hand. If that card has the chosen name, that player discards it. Activate only during your turn."
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Demogorgon's Clutches
( 3)
Sorcery
Target opponent discards two cards, mills two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
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Demolish
( 4)
Sorcery
Destroy target artifact or land.
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Demolition Stomper
( 6)
Artifact — Vehicle
(10/7)
Demolition Stomper can't be blocked by creatures with power 2 or less. Crew 5 (Tap any number of creatures you control with total power 5 or more: This Vehicle becomes an artifact creature until end of turn.)
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Demonfire
( 1)
Sorcery
Demonfire deals X damage to any target. If a creature dealt damage this way would die this turn, exile it instead. Hellbent — If you have no cards in hand, this spell can't be countered and the damage can't be prevented.
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Demonic Consultation
( 1)
Instant
Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
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Demonic Lore
( 3)
Enchantment
When Demonic Lore enters, draw three cards. At the beginning of your end step, you lose 2 life for each card in your hand.
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Demonic Ruckus
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has menace and trample. When Demonic Ruckus is put into a graveyard from the battlefield, draw a card. 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.)
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Demonic Taskmaster
( 3)
Creature — Demon
(4/3)
Flying At the beginning of your upkeep, sacrifice a creature other than Demonic Taskmaster.
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Demonic Torment
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature.
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Demonic Tutor
( 2)
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
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Demonmail Hauberk
( 4)
Artifact — Equipment
Equipped creature gets +4/+2. Equip—Sacrifice a creature.
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Demon-Possessed Witch
( 0)
Creature — Human Shaman
(4/3)
When this creature transforms into Demon-Possessed Witch, you may destroy target creature.
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Demon's Disciple
( 3)
Creature — Human Cleric
(3/1)
When Demon's Disciple enters, each player sacrifices a creature or planeswalker.
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Demon's Horn
( 2)
Artifact
Whenever a player casts a black spell, you may gain 1 life.
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Demonspine Whip
( 2)
Artifact — Equipment
: Equipped creature gets +X/+0 until end of turn. Equip
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Demotion
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't block, and its activated abilities can't be activated.
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Denethor, Ruling Steward
( 3)
Legendary Creature — Human Noble
(2/4)
At the beginning of your end step, if a creature died under your control this turn, create a 1/1 white Human Soldier creature token. , Sacrifice another creature: Each opponent loses 1 life and you gain 1 life.
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Dense Canopy
( 2)
Enchantment
Creatures with flying can block only creatures with flying.
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Deny the Witch
( 4)
Instant
Counter target spell, activated ability, or triggered ability. Its controller loses life equal to the number of creatures you control.
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Departed Deckhand
( 2)
Creature — Spirit Pirate
(2/2)
When Departed Deckhand becomes the target of a spell, sacrifice it. Departed Deckhand can't be blocked except by Spirits. : Another target creature you control can't be blocked this turn except by Spirits.
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Departed Soulkeeper
( 0)
Creature — Spirit
(3/1)
Flying Departed Soulkeeper can block only creatures with flying. If Departed Soulkeeper would be put into a graveyard from anywhere, exile it instead.
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Depose // Deploy (Deploy)
( 4)
Instant
Create two 1/1 colorless Thopter artifact creature tokens with flying, then you gain 1 life for each creature you control.
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Depth Defiler
( 5)
Creature — Eldrazi
(3/5)
Devoid (This card has no color.) Kicker (You may pay an additional as you cast this spell.) When you cast this spell, choose one. If it was kicked, choose both instead. • Return target creature to its owner's hand. • Target player draws two cards, then discards a card.
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Deranged Whelp
( 2)
Creature — Wolf
(2/1)
Menace (This creature can't be blocked except by two or more creatures.)
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Derelor
( 4)
Creature — Thrull
(4/4)
Black spells you cast cost more to cast.
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Descendant of Kiyomaro
( 3)
Creature — Human Soldier
(2/3)
As long as you have more cards in hand than each opponent, Descendant of Kiyomaro gets +1/+2 and has "Whenever this creature deals combat damage, you gain 3 life."
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Descendant of Masumaro
( 3)
Creature — Human Monk
(1/1)
At the beginning of your upkeep, put a +1/+1 counter on Descendant of Masumaro for each card in your hand, then remove a +1/+1 counter from Descendant of Masumaro for each card in target opponent's hand.
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Desert
( 0)
Land — Desert
: Add . : Desert deals 1 damage to target attacking creature. Activate only during the end of combat step.
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