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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 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 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 Tutor
( 2)
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
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Demon's Grasp
( 5)
Sorcery
Target creature gets -5/-5 until end of turn.
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Deny Reality
( 5)
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.) Return target permanent to its owner's hand.
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Denying Wind
( 9)
Sorcery
Search target player's library for up to seven cards and exile them. Then that player shuffles.
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Deploy the Gatewatch
( 6)
Sorcery
Look at the top seven cards of your library. Put up to two planeswalker cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Deploy to the Front
( 7)
Sorcery
Create X 1/1 white Soldier creature tokens, where X is the number of creatures on the battlefield.
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Depopulate
( 4)
Sorcery
Each player who controls a multicolored creature draws a card. Then destroy all creatures.
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Descend upon the Sinful
( 6)
Sorcery
Exile all creatures. Delirium — Create a 4/4 white Angel creature token with flying if there are four or more card types among cards in your graveyard.
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Descent of the Dragons
( 6)
Sorcery
Destroy any number of target creatures. For each creature destroyed this way, its controller creates a 4/4 red Dragon creature token with flying.
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Desecrated Earth
( 5)
Sorcery
Destroy target land. Its controller discards a card.
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Driven // Despair (Despair)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, that player discards a card."
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Desperate Research
( 2)
Sorcery
Choose a card name other than a basic land card name. Reveal the top seven cards of your library and put all of them with that name into your hand. Exile the rest.
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Desperate Stand
( 2)
Sorcery
Strive — This spell costs more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain first strike and vigilance until end of turn.
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Despise
( 1)
Sorcery
Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card.
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Despoil
( 4)
Sorcery
Destroy target land. Its controller loses 2 life.
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Destroy the Evidence
( 5)
Sorcery
Destroy target land. Its controller reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
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Destructive Force
( 7)
Sorcery
Each player sacrifices five lands of their choice. Destructive Force deals 5 damage to each creature.
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Destructive Tampering
( 3)
Sorcery
Choose one — • Destroy target artifact. • Creatures without flying can't block this turn.
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Detonate
( 1)
Sorcery
Destroy target artifact with mana value X. It can't be regenerated. Detonate deals X damage to that artifact's controller.
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Devastate
( 5)
Sorcery
Destroy target land. Devastate deals 1 damage to each creature and each player.
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Devastating Dreams
( 2)
Sorcery
As an additional cost to cast this spell, discard X cards at random. Each player sacrifices X lands of their choice. Devastating Dreams deals X damage to each creature.
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Devastating Summons
( 1)
Sorcery
As an additional cost to cast this spell, sacrifice X lands. Create two X/X red Elemental creature tokens.
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Devastation
( 7)
Sorcery
Destroy all creatures and lands.
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Devastation Tide
( 5)
Sorcery
Return all nonland permanents to their owners' hands. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Devils' Playground
( 6)
Sorcery
Create four 1/1 red Devil creature tokens. They have "When this creature dies, it deals 1 damage to any target."
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Devour in Flames
( 3)
Sorcery
As an additional cost to cast this spell, return a land you control to its owner's hand. Devour in Flames deals 5 damage to target creature or planeswalker.
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Devour Intellect
( 1)
Sorcery
Target opponent discards a card. If mana from a Treasure was spent to cast this spell, instead that player reveals their hand, you choose a nonland card from it, then that player discards that card.
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Devouring Greed
( 4)
Sorcery — Arcane
As an additional cost to cast this spell, you may sacrifice any number of Spirits. Target player loses 2 life plus 2 life for each Spirit sacrificed this way. You gain that much life.
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Devouring Tendrils
( 2)
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control. When the permanent you don't control dies this turn, you gain 2 life.
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Devout Decree
( 2)
Sorcery
Exile target creature or planeswalker that's black or red. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Devout Invocation
( 7)
Sorcery
Tap any number of untapped creatures you control. Create a 4/4 white Angel creature token with flying for each creature tapped this way.
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Dewdrop Cure
( 3)
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Return up to two target creature cards each with mana value 2 or less from your graveyard to the battlefield. If the gift was promised, instead return up to three target creature cards each with mana value 2 or less from your graveyard to the battlefield.
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Diabolic Intent
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Search your library for a card, put that card into your hand, then shuffle.
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Diabolic Revelation
( 5)
Sorcery
Search your library for up to X cards, put those cards into your hand, then shuffle.
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Diabolic Tutor
( 4)
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
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Diabolic Vision
( 2)
Sorcery
Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library in any order.
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Colossal Badger (Dig Deep)
( 2)
Sorcery — Adventure
Choose target creature. Mill four cards, then put a +1/+1 counter on that creature for each creature card milled this way.
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Dimensional Breach
( 7)
Sorcery
Exile all permanents. For as long as any of those cards remain exiled, at the beginning of each player's upkeep, that player returns one of the exiled cards they own to the battlefield.
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Diminishing Returns
( 4)
Sorcery
Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.
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Din of the Fireherd
( 8)
Sorcery
Create a 5/5 black and red Elemental creature token. Target opponent sacrifices a creature of their choice for each black creature you control, then sacrifices a land of their choice for each red creature you control.
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Diplomacy of the Wastes
( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. If you control a Warrior, that player loses 2 life.
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Direct Current
( 3)
Sorcery
Direct Current deals 2 damage to any target. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Diregraf Rebirth
( 5)
Sorcery
This spell costs less to cast for each creature that died this turn. Return target creature card from your graveyard to the battlefield. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Diresight
( 3)
Sorcery
Surveil 2, then draw two cards. You lose 2 life. (To surveil 2, look at the top two 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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Dire-Strain Rampage
( 3)
Sorcery
Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Flashback
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Dirge of Dread
( 3)
Sorcery
All creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.) Cycling (, Discard this card: Draw a card.) When you cycle Dirge of Dread, you may have target creature gain fear until end of turn.
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Down // Dirty (Dirty)
( 3)
Sorcery
Return target card from your graveyard to your hand. Fuse (You may cast one or both halves of this card from your hand.)
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Disaster Radius
( 7)
Sorcery
As an additional cost to cast this spell, reveal a creature card from your hand. Disaster Radius deals X damage to each creature your opponents control, where X is the revealed card's mana value.
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Discerning Taste
( 3)
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. You gain life equal to the greatest power among creature cards put into your graveyard this way.
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Discovery // Dispersal (Discovery)
( 2)
Sorcery
Surveil 2, then draw a card. (To surveil 2, look at the top two 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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Disemvowel
( 5)
Sorcery
Destroy target creature. That creature's controller loses 1 life for each unique vowel in the creature's name. (The vowels are A, E, I, O, U, and Y.)
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Disentomb
( 1)
Sorcery
Return target creature card from your graveyard to your hand.
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Disintegrate
( 1)
Sorcery
Disintegrate deals X damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.
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Dismantle
( 3)
Sorcery
Destroy target artifact. If that artifact had counters on it, put that many +1/+1 counters or charge counters on an artifact you control.
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Disorder
( 2)
Sorcery
Disorder deals 2 damage to each white creature and each player who controls a white creature.
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Disorienting Choice
( 4)
Sorcery
For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
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Discovery // Dispersal (Dispersal)
( 5)
Instant
Each opponent returns a nonland permanent they control with the highest mana value among permanents they control to its owner's hand, then discards a card.
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Displacement Wave
( 2)
Sorcery
Return all nonland permanents with mana value X or less to their owners' hands.
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Dispossess
( 3)
Sorcery
Choose an artifact card name. Search target opponent's graveyard, hand, and library for any number of cards with the chosen name and exile them. Then that player shuffles.
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Disrupt Decorum
( 4)
Sorcery
Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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Distant Melody
( 4)
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
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Distant Memories
( 4)
Sorcery
Search your library for a card, exile it, then shuffle. Any opponent may have you put that card into your hand. If no player does, you draw three cards.
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Distemper of the Blood
( 2)
Sorcery
Target creature gets +2/+2 and gains trample until end of turn. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Distorted Curiosity
( 3)
Sorcery
Corrupted — This spell costs less to cast if an opponent has three or more poison counters. Draw two cards.
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Distorting Wake
( 3)
Sorcery
Return X target nonland permanents to their owners' hands.
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Distortion Strike
( 1)
Sorcery
Target creature gets +1/+0 until end of turn and can't be blocked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Distract the Guards
( 3)
Sorcery
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.) Create three 1/1 white Human Rogue creature tokens.
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Distress
( 2)
Sorcery
Target player reveals their hand. You choose a nonland card from it. That player discards that card.
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Disturbed Burial
( 2)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Return target creature card from your graveyard to your hand.
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Disturbing Plot
( 2)
Sorcery
Return target creature card from a graveyard to its owner's hand. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
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Divest
( 1)
Sorcery
Target player reveals their hand. You choose an artifact or creature card from it. That player discards that card.
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Divine Gambit
( 2)
Sorcery
Exile target artifact, creature, or enchantment an opponent controls. That player may put a permanent card from their hand onto the battlefield.
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Divine Light
( 1)
Sorcery
Prevent all damage that would be dealt this turn to creatures you control.
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Divine Purge
( 3)
Sorcery
Exile all artifacts and creatures with mana value 3 or less. They perpetually gain "This spell costs more to cast" and "This permanent enters the battlefield tapped." For as long as each of them remain exiled, its owner may play it.
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Divine Reckoning
( 4)
Sorcery
Each player chooses a creature they control. Destroy the rest. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Do or Die
( 2)
Sorcery
Separate all creatures target player controls into two piles. Destroy all creatures in the pile of that player's choice. They can't be regenerated.
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Domri's Ambush
( 2)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature or planeswalker you don't control.
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Donate
( 3)
Sorcery
Target player gains control of target permanent you control.
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Said // Done (Done)
( 4)
Instant
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
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Don't Move
( 5)
Sorcery
Destroy all tapped creatures. Until your next turn, whenever a creature becomes tapped, destroy it.
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Doomfall
( 3)
Sorcery
Choose one — • Target opponent exiles a creature they control. • Target opponent reveals their hand. You choose a nonland card from it. Exile that card.
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