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Defense Grid
( 2)
Artifact
Each spell costs more to cast except during its controller's turn.
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Defense of the Heart
( 4)
Enchantment
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
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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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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 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 Ogre
( 6)
Creature — Ogre Warrior
(3/5)
When Defiant Ogre enters, choose one — • Put a +1/+1 counter on Defiant Ogre. • Destroy target artifact.
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Defiant Salvager
( 3)
Creature — Aetherborn Artificer
(2/2)
Sacrifice an artifact or creature: Put a +1/+1 counter on Defiant Salvager. Activate only as a sorcery.
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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 Thundermaw
( 0)
Creature — Dragon
(4/4)
Flying, trample Whenever a Dragon you control attacks, it deals 2 damage to any target.
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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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Defiler of Dreams
( 5)
Creature — Phyrexian Sphinx
(4/3)
Flying As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay. Whenever you cast a blue permanent spell, draw a card.
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Defiler of Faith
( 5)
Creature — Phyrexian Human
(5/5)
Vigilance As an additional cost to cast white permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of white mana you pay. Whenever you cast a white permanent spell, create a 1/1 white Soldier creature token.
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Defiler of Flesh
( 4)
Creature — Phyrexian Horror
(4/4)
Menace As an additional cost to cast black permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of black mana you pay. Whenever you cast a black permanent spell, target creature you control gets +1/+1 and gains menace until end of turn.
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Defiler of Instinct
( 4)
Creature — Phyrexian Kavu
(4/4)
First strike As an additional cost to cast red permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of red mana you pay. Whenever you cast a red permanent spell, Defiler of Instinct deals 1 damage to any target.
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Defiler of Souls
( 6)
Creature — Demon
(5/5)
Flying At the beginning of each player's upkeep, that player sacrifices a monocolored creature.
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Defiler of Vigor
( 5)
Creature — Phyrexian Wurm
(6/6)
Trample As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay. Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
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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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Deflecting Palm
( 2)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
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Deflecting Swat
( 3)
Instant
If you control a commander, you may cast this spell without paying its mana cost. You may choose new targets for target spell or ability.
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Deflection
( 4)
Instant
Change the target of target spell with a single target.
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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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Deft Duelist
( 2)
Creature — Human Rogue
(2/1)
First strike Shroud (This creature can't be the target of spells or abilities.)
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Deftblade Elite
( 1)
Creature — Human Soldier
(1/1)
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) : Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn.
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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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Defy Gravity
( 1)
Instant
Target creature gains flying until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile 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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Deglamer
( 2)
Instant
Choose target artifact or enchantment. Its owner shuffles it into their library.
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Dehydration
( 4)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature doesn't untap during its controller's untap step.
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Deicide
( 2)
Instant
Exile target enchantment. If the exiled card is a God card, search its controller's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.
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Deification
( 2)
Enchantment
As Deification enters, choose a planeswalker type. Planeswalkers you control of the chosen type have hexproof. As long as you control a creature, if damage dealt to a planeswalker you control of the chosen type would result in all loyalty counters on it being removed, instead all but one of those counters are removed.
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Deity of Scars
( 5)
Creature — Spirit Avatar
(7/7)
Trample Deity of Scars enters with two -1/-1 counters on it. , Remove a -1/-1 counter from Deity of Scars: Regenerate Deity of Scars.
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Déjà Vu
( 3)
Sorcery
Return target sorcery card from your graveyard to your hand.
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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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Delaying Shield
( 4)
Enchantment
If damage would be dealt to you, put that many delay counters on Delaying Shield instead. At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay .
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Delete
( 2)
Sorcery
Delete deals X damage to each nonartifact creature and each player.
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Delif's Cone
( 0)
Artifact
, Sacrifice Delif's Cone: This turn, when target creature you control attacks and isn't blocked, you may gain life equal to its power. If you do, it assigns no combat damage this turn.
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Delif's Cube
( 1)
Artifact
, : This turn, when target creature you control attacks and isn't blocked, it assigns no combat damage this turn and you put a cube counter on Delif's Cube. , Remove a cube counter from Delif's Cube: Regenerate target creature.
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Delighted Halfling
( 1)
Creature — Halfling Citizen
(1/2)
: Add . : Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
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Delina, Wild Mage
( 4)
Legendary Creature — Elf Shaman
(3/2)
Whenever Delina, Wild Mage attacks, choose target creature you control, then roll a d20. 1–14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this creature." 15–20 | Create one of those tokens. You may roll again.
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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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Deliver Unto Evil
( 3)
Sorcery
Choose up to four target cards in your graveyard. If you control a Bolas planeswalker, return those cards to your hand. Otherwise, an opponent chooses two of them. Leave the chosen cards in your graveyard and put the rest into your hand. Exile Deliver Unto Evil.
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Delney, Streetwise Lookout
( 3)
Legendary Creature — Human Scout
(2/2)
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
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Delraich
( 7)
Creature — Horror
(6/6)
You may sacrifice three black creatures rather than pay this spell's mana cost. Trample
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Deluge
( 3)
Instant
Tap all creatures without flying.
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Deluge of Doom
( 3)
Sorcery
All creatures get -X/-X until end of turn, where X is the number of card types among cards in your graveyard.
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Deluge of the Dead
( 0)
Enchantment
When Deluge of the Dead enters, create two 2/2 black Zombie creature tokens. : Exile target card from a graveyard. If it was a creature card, create a 2/2 black Zombie creature token.
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Delusions of Mediocrity
( 4)
Enchantment
When Delusions of Mediocrity enters, you gain 10 life. When Delusions of Mediocrity leaves the battlefield, you lose 10 life.
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Deluxe Dragster
( 5)
Artifact — Vehicle
(4/3)
Deluxe Dragster can't be blocked except by Vehicles. Whenever Deluxe Dragster deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead. Crew 2
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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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Delver's Torch
( 2)
Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.) Equip (: Attach to target creature you control. Equip only as a sorcery.)
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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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Demand Answers
( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or discard a card. Draw two cards.
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Demanding Dragon
( 5)
Creature — Dragon
(5/5)
Flying When Demanding Dragon enters, it deals 5 damage to target opponent unless that player sacrifices a creature.
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Dematerialize
( 4)
Sorcery
Return target permanent to its owner's hand. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Dementia Bat
( 5)
Creature — Phyrexian Bat
(2/2)
Flying , Sacrifice Dementia Bat: Target player discards two cards.
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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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Demigod of Revenge
( 5)
Creature — Spirit Avatar
(5/4)
When you cast this spell, return all cards named Demigod of Revenge from your graveyard to the battlefield. Flying, haste
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Demilich
( 4)
Creature — Skeleton Wizard
(4/3)
This spell costs less to cast for each instant and sorcery spell you've cast this turn. Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy. You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
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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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Demolisher Spawn
( 7)
Enchantment Creature — Horror
(7/7)
Trample, haste Delirium — Whenever Demolisher Spawn attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn.
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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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Demon Bolt
( 3)
Instant
Demon Bolt deals 4 damage to target creature or planeswalker. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Demon of Catastrophes
( 4)
Creature — Demon
(6/6)
As an additional cost to cast this spell, sacrifice a creature. Flying, trample
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Demon of Death's Gate
( 9)
Creature — Demon
(9/9)
You may pay 6 life and sacrifice three black creatures rather than pay this spell's mana cost. Flying, trample
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Demon of Fate's Design
( 6)
Enchantment Creature — Demon
(6/6)
Flying, trample Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost. , Sacrifice another enchantment: Demon of Fate's Design gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value.
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Demon of Loathing
( 7)
Creature — Demon
(7/7)
Flying, trample Whenever Demon of Loathing deals combat damage to a player, that player sacrifices a creature.
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Demon of Wailing Agonies
( 5)
Creature — Demon
(4/4)
Flying Lieutenant — As long as you control your commander, Demon of Wailing Agonies gets +2/+2 and has "Whenever Demon of Wailing Agonies deals combat damage to a player, that player sacrifices a creature."
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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 Appetite
( 1)
Enchantment — Aura
Enchant creature you control Enchanted creature gets +3/+3. At the beginning of your upkeep, sacrifice a creature.
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Demonic Attorney
( 3)
Sorcery
Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of their library.
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Demonic Bargain
( 3)
Sorcery
Exile the top thirteen cards of your library, then search your library for a card. Put that card into your hand, then shuffle.
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Demonic Collusion
( 5)
Sorcery
Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Search your library for a card, put that card into your hand, then shuffle.
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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 Counsel
( 2)
Sorcery
Search your library for a Demon card, reveal it, put it into your hand, then shuffle. Delirium — If there are four or more card types among cards in your graveyard, instead search your library for any card, put it into your hand, then shuffle.
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Demonic Covenant
( 6)
Kindred Enchantment — Demon
Whenever one or more Demons you control attack a player, you draw a card and lose 1 life. At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice Demonic Covenant.
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Demonic Dread
( 3)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Target creature can't block this turn.
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Demonic Embrace
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+1, has flying, and is a Demon in addition to its other types. You may cast Demonic Embrace from your graveyard by paying 3 life and discarding a card in addition to paying its other costs.
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Demonic Gifts
( 2)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield under its owner's control."
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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 Pact
( 4)
Enchantment
At the beginning of your upkeep, choose one that hasn't been chosen — • Demonic Pact deals 4 damage to any target and you gain 4 life. • Target opponent discards two cards. • Draw two cards. • You lose the game.
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Demonic Rising
( 5)
Enchantment
At the beginning of your end step, if you control exactly one creature, create a 5/5 black Demon creature token with flying.
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