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Drake Familiar
( 2)
Creature — Drake
(2/1)
Flying When Drake Familiar enters, sacrifice it unless you return an enchantment to its owner's hand.
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Drake Hatchling
( 3)
Creature — Drake
(1/3)
Flying : Drake Hatchling gets +1/+0 until end of turn. Activate only once each turn.
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Drakestown Forgotten
( 5)
Creature — Zombie
(0/0)
Drakestown Forgotten enters with X +1/+1 counters on it, where X is the number of creature cards in all graveyards. , Remove a +1/+1 counter from Drakestown Forgotten: Target creature gets -1/-1 until end of turn.
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Drakuseth, Maw of Flames
( 7)
Legendary Creature — Dragon
(7/7)
Flying Whenever Drakuseth, Maw of Flames attacks, it deals 4 damage to any target and 3 damage to each of up to two other targets.
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Dralnu, Lich Lord
( 5)
Legendary Creature — Zombie Wizard
(3/3)
If damage would be dealt to Dralnu, Lich Lord, sacrifice that many permanents instead. : Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. <I>(You may cast that card from your graveyard for its flashback cost. Then exile it.)</I>
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Dramatist's Puppet
( 4)
Artifact Creature — Construct
(2/4)
When Dramatist's Puppet enters, for each kind of counter on target permanent, put another counter of that kind on it or remove one from it.
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Drana and Linvala
( 4)
Legendary Creature — Vampire Angel
(3/4)
Flying, vigilance Activated abilities of creatures your opponents control can't be activated. Drana and Linvala has all activated abilities of all creatures your opponents control. You may spend mana as though it were mana of any color to activate those abilities.
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Drana, Kalastria Bloodchief
( 5)
Legendary Creature — Vampire Shaman
(4/4)
Flying : Target creature gets -0/-X until end of turn and Drana, Kalastria Bloodchief gets +X/+0 until end of turn.
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Drana, Liberator of Malakir
( 3)
Legendary Creature — Vampire Ally
(2/3)
Flying, first strike Whenever Drana, Liberator of Malakir deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
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Drana, the Last Bloodchief
( 5)
Legendary Creature — Vampire Cleric
(4/4)
Flying Whenever Drana, the Last Bloodchief 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.
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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.
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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.
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Drana's Silencer
( 6)
Creature — Vampire Rogue
(3/2)
When Drana's Silencer 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.)
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Drannith Healer
( 2)
Creature — Human Cleric
(2/2)
Whenever you cycle another card, you gain 1 life. Cycling (, Discard this card: Draw a card.)
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Drannith Magistrate
( 2)
Creature — Human Wizard
(1/3)
Your opponents can't cast spells from anywhere other than their hands.
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Drannith Stinger
( 2)
Creature — Human Wizard
(2/2)
Whenever you cycle another card, Drannith Stinger deals 1 damage to each opponent. Cycling (, Discard this card: Draw a card.)
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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.
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Draugr Recruiter
( 4)
Creature — Zombie Cleric
(3/3)
Boast — : Return target creature card from your graveyard to your hand. (Activate only if this creature attacked this turn and only once each turn.)
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Draugr Thought-Thief
( 3)
Creature — Zombie Rogue
(3/2)
When Draugr Thought-Thief enters, look at the top card of target player's library. You may put that card into their graveyard.
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Dread
( 6)
Creature — Elemental Incarnation
(6/6)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever a creature deals damage to you, destroy it. When Dread is put into a graveyard from anywhere, shuffle it into its owner's library.
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Dread Cacodemon
( 10)
Creature — Demon
(8/8)
When Dread Cacodemon enters, if you cast it from your hand, destroy all creatures your opponents control, then tap all other creatures you control.
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Dread Defiler
( 7)
Creature — Eldrazi
(6/8)
Devoid (This card has no color.) , Exile a creature card from your graveyard: Target opponent loses life equal to the exiled card's power. ( represents colorless mana.)
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Dread Drone
( 5)
Creature — Eldrazi Drone
(4/1)
When Dread Drone enters, create two 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this creature: Add ."
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Dread Linnorm
( 7)
Creature — Snake Dragon
(7/6)
Dread Linnorm can't be blocked by creatures with power 3 or less.
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Dread Osseosaur
( 0)
Creature — Dinosaur Skeleton Horror
(5/4)
Menace Whenever Dread Osseosaur enters or attacks, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
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Dread Presence
( 4)
Creature — Nightmare
(3/3)
Whenever a Swamp you control enters, choose one — • You draw a card and you lose 1 life. • Dread Presence deals 2 damage to any target and you gain 2 life.
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Dread Reaper
( 6)
Creature — Horror
(6/5)
Flying When Dread Reaper enters, you lose 5 life.
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Dread Shade
( 3)
Creature — Shade
(3/3)
: Dread Shade gets +1/+1 until end of turn.
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Dread Slag
( 5)
Creature — Horror
(9/9)
Trample Dread Slag gets -4/-4 for each card in your hand.
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Dread Slaver
( 5)
Creature — Zombie Horror
(3/5)
Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
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Dread Specter
( 4)
Creature — Specter
(2/2)
Whenever Dread Specter blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.
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Dread Wanderer
( 1)
Creature — Zombie Jackal
(2/1)
Dread Wanderer enters tapped. : Return Dread Wanderer from your graveyard to the battlefield. Activate only as a sorcery and only if you have one or fewer cards in hand.
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Dread Warlock
( 3)
Creature — Human Wizard Warlock
(2/2)
Dread Warlock can't be blocked except by black creatures.
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Dread Wight
( 5)
Creature — Zombie
(3/4)
At end of combat, put a paralyzation counter on each creature blocking or blocked by Dread Wight and tap those creatures. Each of those creatures doesn't untap during its controller's untap step for as long as it has a paralyzation counter on it. Each of those creatures gains ": Remove a paralyzation counter from this creature."
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Dreadbringer Lampads
( 5)
Enchantment Creature — Nymph
(4/2)
Constellation — Whenever Dreadbringer Lampads or another enchantment you control enters, target creature gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Dreadfeast Demon
( 7)
Creature — Demon
(6/6)
Flying At the beginning of your end step, sacrifice a non-Demon creature. If you do, create a token that's a copy of Dreadfeast Demon.
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Dreadhorde Arcanist
( 2)
Creature — Zombie Wizard
(1/3)
Trample Whenever Dreadhorde Arcanist attacks, you may cast target instant or sorcery card with mana value less than or equal to Dreadhorde Arcanist's power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
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Dreadhorde Butcher
( 2)
Creature — Zombie Warrior
(1/1)
Haste Whenever Dreadhorde Butcher deals combat damage to a player or planeswalker, put a +1/+1 counter on Dreadhorde Butcher. When Dreadhorde Butcher dies, it deals damage equal to its power to any target.
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Dreadhorde Twins
( 4)
Creature — Zombie Jackal Warrior
(2/2)
When Dreadhorde Twins enters, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Zombie tokens you control have trample.
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Dreadhound
( 6)
Creature — Demon Dog
(6/6)
When Dreadhound enters, mill three cards. (Put the top three cards of your library into your graveyard.) Whenever a creature dies or a creature card is put into a graveyard from a library, each opponent loses 1 life.
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Dreadmalkin
( 1)
Creature — Zombie Cat
(1/1)
Menace (This creature can't be blocked except by two or more creatures.) , Sacrifice another creature or planeswalker: Put two +1/+1 counters on Dreadmalkin.
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Dreadwurm
( 5)
Creature — Wurm Horror
(5/4)
Landfall — Whenever a land you control enters, Dreadwurm gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Dream Devourer
( 2)
Creature — Demon Cleric
(0/3)
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by . (During your turn, you may pay and exile it from your hand face down. Cast it on a later turn for its foretell cost.) Whenever you foretell a card, Dream Devourer gets +2/+0 until end of turn.
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Dream Eater
( 6)
Creature — Nightmare Sphinx
(4/3)
Flash Flying When Dream Eater enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Dream Fighter
( 3)
Creature — Human Soldier
(1/1)
Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
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Dream Pillager
( 7)
Creature — Dragon
(4/4)
Flying Whenever Dream Pillager deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast spells from among those exiled cards.
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Dream Prowler
( 4)
Creature — Illusion
(1/5)
Dream Prowler can't be blocked as long as it's attacking alone.
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Dream Spoilers
( 4)
Creature — Faerie Warlock
(2/2)
Flying Whenever you cast a spell during an opponent's turn, up to one target creature an opponent controls gets -1/-1 until end of turn.
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Dream Stalker
( 2)
Creature — Illusion
(1/5)
When Dream Stalker enters, return a permanent you control to its owner's hand.
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Dream Strix
( 3)
Creature — Bird Illusion
(3/2)
Flying When Dream Strix becomes the target of a spell, sacrifice it. When Dream Strix dies, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Dream Thief
( 3)
Creature — Faerie Rogue
(2/1)
Flying When Dream Thief enters, draw a card if you've cast another blue spell this turn.
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Dream Thrush
( 2)
Creature — Bird
(1/1)
Flying : Target land becomes the basic land type of your choice until end of turn.
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Dream Trawler
( 6)
Creature — Sphinx
(3/5)
Flying, lifelink Whenever you draw a card, Dream Trawler gets +1/+0 until end of turn. Whenever Dream Trawler attacks, draw a card. Discard a card: Dream Trawler gains hexproof until end of turn. Tap it.
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Dreamborn Muse
( 4)
Creature — Spirit
(2/2)
At the beginning of each player's upkeep, that player mills X cards, where X is the number of cards in their hand.
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Dreamcaller Siren
( 4)
Creature — Siren Pirate
(3/3)
Flash Flying Dreamcaller Siren can block only creatures with flying. When Dreamcaller Siren enters, if you control another Pirate, tap up to two target nonland permanents.
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Dreamcatcher
( 1)
Creature — Spirit
(1/1)
Whenever you cast a Spirit or Arcane spell, you may sacrifice Dreamcatcher. If you do, draw a card.
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Dreamdew Entrancer
( 4)
Creature — Frog Wizard
(3/4)
Reach When Dreamdew Entrancer enters, tap up to one target creature and put three stun counters on it. If you control that creature, draw two cards.
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Dreamdrinker Vampire
( 2)
Creature — Vampire
(2/1)
Lifelink : Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on Dreamdrinker Vampire, it gains menace until end of turn.
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Dreampod Druid
( 2)
Creature — Human Druid
(2/2)
At the beginning of each upkeep, if Dreampod Druid is enchanted, create a 1/1 green Saproling creature token.
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Dreamshackle Geist
( 3)
Creature — Spirit
(3/1)
Flying At the beginning of combat on your turn, choose up to one — • Tap target creature. • Target creature doesn't untap during its controller's next untap step.
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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.
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Dreamspoiler Witches
( 4)
Creature — Faerie Wizard
(2/2)
Flying Whenever you cast a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn.
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Dreamstalker Manticore
( 3)
Enchantment Creature — Manticore
(4/2)
Whenever you cast your first spell during each opponent's turn, Dreamstalker Manticore deals 1 damage to any target.
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Dreamtail Heron
( 5)
Creature — Elemental Bird
(3/4)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flying Whenever this creature mutates, draw a card.
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Dreamtide Whale
( 3)
Creature — Whale
(7/5)
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Dreamwinder
( 4)
Creature — Serpent
(4/3)
Dreamwinder can't attack unless defending player controls an Island. , Sacrifice an Island: Target land becomes an Island until end of turn.
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Dreg Recycler
( 2)
Creature — Phyrexian Beast
(2/2)
, Sacrifice an artifact or creature: Each opponent loses 1 life and you gain 1 life.
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Dregscape Sliver
( 2)
Creature — Sliver
(2/2)
Each Sliver creature card in your graveyard has unearth . Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Dregscape Zombie
( 2)
Creature — Zombie
(2/1)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Drekavac
( 2)
Creature — Beast
(3/3)
When Drekavac enters, sacrifice it unless you discard a noncreature card.
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Drelnoch
( 5)
Creature — Yeti Mutant
(3/3)
Whenever Drelnoch becomes blocked, you may draw two cards.
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Drey Keeper
( 5)
Creature — Elf Druid
(2/2)
When Drey Keeper enters, create two 1/1 green Squirrel creature tokens. : Squirrels you control get +1/+0 and gain menace until end of turn.
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Drider
( 5)
Creature — Elf Spider
(4/3)
Reach Whenever Drider deals combat damage to a player, create a 2/1 black Spider creature token with menace and reach.
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Drift of the Dead
( 4)
Creature — Wall
(*/*)
Defender (This creature can't attack.) Drift of the Dead's power and toughness are each equal to the number of snow lands you control.
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Drifter il-Dal
( 1)
Creature — Human Wizard
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) At the beginning of your upkeep, sacrifice Drifter il-Dal unless you pay .
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Driftgloom Coyote
( 5)
Creature — Elemental Coyote
(3/4)
When Driftgloom Coyote enters, exile target creature an opponent controls until Driftgloom Coyote leaves the battlefield. If that creature had power 2 or less, put a +1/+1 counter on Driftgloom Coyote.
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Drifting Djinn
( 6)
Creature — Djinn
(5/5)
Flying At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay . Cycling (, Discard this card: Draw a card.)
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Drifting Shade
( 4)
Creature — Shade
(1/1)
Flying : Drifting Shade gets +1/+1 until end of turn.
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Drill-Skimmer
( 4)
Artifact Creature — Thopter
(2/1)
Flying Drill-Skimmer has shroud as long as you control another artifact creature. (It can't be the target of spells or abilities.)
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Drillworks Mole
( 1)
Artifact Creature — Mole
(1/1)
, : Put a +1/+1 counter on Drillworks Mole and a +1/+1 counter on up to one target commander creature you control.
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Drinker of Sorrow
( 3)
Creature — Horror
(5/3)
Drinker of Sorrow can't block. Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent.
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Dripping Dead
( 6)
Creature — Zombie
(4/1)
Dripping Dead can't block. Whenever Dripping Dead deals combat damage to a creature, destroy that creature. It can't be regenerated.
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Dripping-Tongue Zubera
( 2)
Creature — Zubera Spirit
(1/2)
When Dripping-Tongue Zubera dies, create a 1/1 colorless Spirit creature token for each Zubera that died this turn.
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Driver of the Dead
( 4)
Creature — Vampire
(3/2)
When Driver of the Dead dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Drizzt Do'Urden
( 5)
Legendary Creature — Elf Ranger
(3/3)
Double strike When Drizzt Do'Urden enters, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample. Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
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Drogskol Captain
( 3)
Creature — Spirit Soldier
(2/2)
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
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Drogskol Cavalry
( 7)
Creature — Spirit Knight
(4/4)
Flying Whenever another Spirit you control enters, you gain 2 life. : Create a 1/1 white Spirit creature token with flying.
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Drogskol Infantry
( 2)
Creature — Spirit Soldier
(2/2)
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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