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Dauthi Mindripper
( 4)
Creature — Dauthi Minion
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Dauthi Mindripper attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.
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Dauthi Slayer
( 2)
Creature — Dauthi Soldier
(2/2)
Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Slayer attacks each combat if able.
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Dauthi Trapper
( 3)
Creature — Dauthi Minion
(1/1)
: Target creature gains shadow until end of turn. <I>(It can block or be blocked by only creatures with shadow.)</I>
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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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D'Avenant Archer
( 3)
Creature — Human Soldier Archer
(1/2)
: D'Avenant Archer deals 1 damage to target attacking or blocking creature.
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D'Avenant Healer
( 3)
Creature — Human Cleric Archer
(1/2)
: D'Avenant Healer 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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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 Elemental
( 4)
Creature — Elemental
(3/3)
Flying Prevent all damage that would be dealt to Dawn Elemental.
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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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Dawnbreak Reclaimer
( 6)
Creature — Angel
(5/5)
Flying At the beginning of your end step, choose a creature card in an opponent's graveyard, then that player chooses a creature card in your graveyard. You may return those cards to the battlefield under their owners' control.
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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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Dawnbringer Cleric
( 2)
Creature — Human Cleric
(1/3)
When Dawnbringer Cleric enters, choose one — • Cure Wounds — You gain 2 life. • Dispel Magic — Destroy target enchantment. • Gentle Repose — Exile target card from a graveyard.
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Dawnfeather Eagle
( 5)
Creature — Bird
(3/3)
Flying When Dawnfeather Eagle enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Dawnfluke
( 4)
Creature — Elemental
(0/3)
Flash When Dawnfluke enters, prevent the next 3 damage that would be dealt to any target this turn. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Dawnglade Regent
( 7)
Creature — Elk
(8/8)
When Dawnglade Regent enters, you become the monarch. As long as you're the monarch, permanents you control have hexproof.
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Dawnglare Invoker
( 3)
Creature — Kor Wizard
(2/1)
Flying : Tap all creatures target player controls.
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Dawnhart Disciple
( 2)
Creature — Human Warlock
(2/2)
Whenever another Human you control enters, Dawnhart Disciple gets +1/+1 until end of turn.
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Dawnhart Geist
( 2)
Creature — Spirit Warlock
(1/3)
Whenever you cast an enchantment spell, you gain 2 life.
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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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Dawnhart Wardens
( 3)
Creature — Human Warlock
(3/3)
Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
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Dawning Angel
( 5)
Creature — Angel
(3/2)
Flying When Dawning Angel enters, you gain 4 life.
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Dawning Purist
( 3)
Creature — Human Cleric
(2/2)
Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Dawnray Archer
( 3)
Creature — Human Archer
(1/1)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) , : Dawnray Archer deals 1 damage to target attacking or blocking creature.
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Dawnstrider
( 2)
Creature — Dryad Spellshaper
(1/1)
, , Discard a card: Prevent all combat damage that would be dealt this turn.
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Dawnstrike Paladin
( 5)
Creature — Human Knight
(2/4)
Vigilance (Attacking doesn't cause this creature to tap.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Dawntreader Elk
( 2)
Creature — Elk
(2/2)
, Sacrifice Dawntreader Elk: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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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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Daybreak Chaplain
( 2)
Creature — Human Cleric
(1/3)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Daybreak Charger
( 2)
Creature — Unicorn
(3/1)
When Daybreak Charger enters, target creature gets +2/+0 until end of turn.
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Daybreak Chimera
( 5)
Creature — Chimera
(3/3)
This spell costs less to cast, where X is your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.) Flying
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Daybreak Combatants
( 3)
Creature — Human Warrior
(2/2)
Haste When Daybreak Combatants enters, target creature gets +2/+0 until end of turn.
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Daybreak Ranger
( 3)
Creature — Human Archer Ranger Werewolf
(2/2)
: Daybreak Ranger deals 2 damage to target creature with flying. At the beginning of each upkeep, if no spells were cast last turn, transform Daybreak Ranger.
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Daysquad Marshal
( 4)
Creature — Human Soldier
(3/3)
When Daysquad Marshal enters, create a 1/1 white Human Soldier creature token.
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Dazzling Sphinx
( 5)
Creature — Sphinx
(4/5)
Flying Whenever Dazzling Sphinx deals combat damage to a player, that player exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then that player puts the exiled cards that weren't cast this way on the bottom of their library in a random order.
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Dead Reveler
( 3)
Creature — Zombie
(2/3)
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
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Deadbeat Attendant
( 2)
Creature — Vampire Employee
(1/1)
When Deadbeat Attendant enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
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Deadbridge Shaman
( 3)
Creature — Elf Shaman
(3/1)
When Deadbridge Shaman dies, target opponent discards a card.
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Deadeye Brawler
( 4)
Creature — Human Pirate
(2/4)
Deathtouch Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever Deadeye Brawler deals combat damage to a player, if you have the city's blessing, draw a card.
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Deadeye Duelist
( 2)
Creature — Human Assassin
(1/3)
Reach , : Deadeye Duelist deals 1 damage to target opponent.
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Deadeye Harpooner
( 3)
Creature — Dwarf Warrior
(2/2)
Revolt — When Deadeye Harpooner enters, if a permanent you controlled left the battlefield this turn, destroy target tapped creature an opponent controls.
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Deadeye Navigator
( 6)
Creature — Spirit
(5/5)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
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Deadeye Quartermaster
( 4)
Creature — Human Pirate
(2/2)
When Deadeye Quartermaster enters, you may search your library for an Equipment or Vehicle card, reveal it, put it into your hand, then shuffle.
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Deadeye Rig-Hauler
( 4)
Creature — Human Pirate
(3/2)
Raid — When Deadeye Rig-Hauler enters, if you attacked this turn, you may return target creature to its owner's hand.
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Deadeye Tormentor
( 3)
Creature — Human Pirate
(2/2)
Raid — When Deadeye Tormentor enters, if you attacked this turn, target opponent discards a card.
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Deadhead
( 4)
Creature — Zombie
(3/3)
: Return Deadhead from your graveyard to the battlefield. Activate only if an opponent isn't touching their hand (of cards).
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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. : Deadly Dancer and another target creature each get +1/+0 until end of turn.
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Deadly Grub
( 3)
Creature — Insect
(3/1)
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Deadly Grub dies, if it had no time counters on it, create a 6/1 green Insect creature token with shroud. (It can't be the target of spells or abilities.)
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Deadly Insect
( 5)
Creature — Insect
(6/1)
Shroud (This creature can't be the target of spells or abilities.)
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Deadly Recluse
( 2)
Creature — Spider
(1/2)
Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Deadshot Minotaur
( 5)
Creature — Minotaur
(3/4)
When Deadshot Minotaur enters, it deals 3 damage to target creature with flying. Cycling (, Discard this card: Draw a card.)
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Deadwood Treefolk
( 6)
Creature — Treefolk
(3/6)
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Deadwood Treefolk enters or leaves the battlefield, return another target creature card from your graveyard to your hand.
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Deal Broker
( 3)
Artifact Creature — Construct
(2/3)
Draft Deal Broker face up. Immediately after the draft, you may reveal a card in your card pool. Each other player may offer you one card in their card pool in exchange. You may accept any one offer. : Draw a card, then discard a card.
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Dearly Departed
( 6)
Creature — Spirit
(5/5)
Flying As long as Dearly Departed is in your graveyard, each Human creature you control enters with an additional +1/+1 counter on it.
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Death Baron
( 3)
Creature — Zombie Wizard
(2/2)
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch.
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Death Charmer
( 3)
Creature — Worm Mercenary
(2/2)
Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless they pay .
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Death Cultist
( 1)
Creature — Human Wizard
(1/1)
Sacrifice Death Cultist: Target player loses 1 life and you gain 1 life.
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Death Kiss
( 6)
Creature — Beholder
(5/5)
Whenever a creature an opponent controls attacks one of your opponents, double its power until end of turn. : Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) When Death Kiss becomes monstrous, goad up to X target creatures your opponents control.
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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 Death Tyrant from your graveyard to the battlefield tapped.
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Deathbellow Raider
( 2)
Creature — Minotaur Berserker
(2/3)
Deathbellow Raider attacks each combat if able. : Regenerate Deathbellow Raider.
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Deathbloom Ritualist
( 5)
Creature — Elf Warlock
(3/5)
: Add X mana of any one color, where X is the number of creature cards in your graveyard.
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Deathbloom Thallid
( 3)
Creature — Fungus
(3/2)
When Deathbloom Thallid dies, create a 1/1 green Saproling creature token.
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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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Deathbringer Liege
( 5)
Creature — Horror
(3/4)
Other white creatures you control get +1/+1. Other black creatures you control get +1/+1. Whenever you cast a white spell, you may tap target creature. Whenever you cast a black spell, you may destroy target creature if it's tapped.
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Deathbringer Regent
( 7)
Creature — Dragon
(5/6)
Flying When Deathbringer Regent enters, if you cast it from your hand and there are five or more other creatures on the battlefield, destroy all other creatures.
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Deathbringer Thoctar
( 6)
Creature — Zombie Beast
(3/3)
Whenever another creature dies, you may put a +1/+1 counter on Deathbringer Thoctar. Remove a +1/+1 counter from Deathbringer Thoctar: It deals 1 damage to any target.
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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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Deathcap Marionette
( 2)
Creature — Fungus
(1/1)
Deathtouch When Deathcap Marionette enters, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
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Deathcoil Wurm
( 8)
Creature — Wurm
(7/6)
You may have Deathcoil Wurm assign its combat damage as though it weren't blocked.
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Deathcult Rogue
( 3)
Creature — Human Rogue
(2/2)
Deathcult Rogue can't be blocked except by Rogues.
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Deathcurse Ogre
( 6)
Creature — Ogre Warrior
(3/3)
When Deathcurse Ogre dies, each player loses 3 life.
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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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Deathgaze Cockatrice
( 4)
Creature — Cockatrice
(2/2)
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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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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Deathgorge Scavenger
( 3)
Creature — Dinosaur
(3/2)
Whenever Deathgorge Scavenger enters or attacks, you may exile target card from a graveyard. If a creature card is exiled this way, you gain 2 life. If a noncreature card is exiled this way, Deathgorge Scavenger gets +1/+1 until end of turn.
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Deathgreeter
( 1)
Creature — Human Shaman
(1/1)
Whenever another creature dies, you may gain 1 life.
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Death-Greeter's Champion
( 3)
Creature — Human Warrior
(2/1)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.) Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Double strike
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Deathknell Berserker
( 2)
Creature — Elf Berserker
(2/2)
When Deathknell Berserker dies, if its power was 3 or greater, create a 2/2 black Zombie Berserker creature token.
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Deathknell Kami
( 2)
Creature — Spirit
(0/1)
Flying : Deathknell Kami gets +1/+1 until end of turn. Sacrifice it at the beginning of the next end step. Soulshift 1 (When this creature dies, you may return target Spirit card with mana value 1 or less from your graveyard to your hand.)
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Deathleaper, Terror Weapon
( 4)
Legendary Creature — Tyranid
(3/3)
Flash Haste Flesh Hooks — Creatures you control that entered this turn have double strike.
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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 Angel
( 6)
Creature — Angel
(5/7)
Flying : Target creature gains indestructible until end of turn.
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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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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 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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