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Darksteel Mutation
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
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Darksteel Myr
 ( 3)
Artifact Creature — Myr
(0/1)
Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Darksteel Pendant
 ( 2)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) , : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Darksteel Plate
 ( 3)
Artifact — Equipment
Indestructible Equipped creature has indestructible. Equip 
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Darksteel Reactor
 ( 4)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) At the beginning of your upkeep, you may put a charge counter on this artifact. When this artifact has twenty or more charge counters on it, you win the game.
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Darksteel Relic
 ( 0)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.)
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Darksteel Sentinel
 ( 6)
Artifact Creature — Golem
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Vigilance Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Darksteel Splicer
  ( 7)
Creature — Phyrexian Artificer
(1/1)
Whenever this creature or another nontoken Phyrexian you control enters, create X 3/3 colorless Phyrexian Golem artifact creature tokens, where X is the number of opponents you have. Golems you control have indestructible.
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Darkthicket Wolf
  ( 2)
Creature — Wolf
(2/2)
 : This creature gets +2/+2 until end of turn. Activate only once each turn.
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Darkwatch Elves
  ( 3)
Creature — Elf
(2/2)
Protection from black Cycling ( , Discard this card: Draw a card.)
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Darling of the Masses
   ( 4)
Creature — Elf Citizen
(2/4)
Other Citizens you control get +1/+0. Whenever this creature attacks, create a 1/1 green and white Citizen creature token.
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Dart Throw (Dart Throw (a))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches this Attraction, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice this Attraction, then open an Attraction. Lights — 2, 3, 4, 6
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Dart Throw (Dart Throw (b))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches this Attraction, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice this Attraction, then open an Attraction. Lights — 2, 3, 5, 6
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Dart Throw (Dart Throw (c))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches this Attraction, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice this Attraction, then open an Attraction. Lights — 2, 4, 5, 6
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Dart Throw (Dart Throw (d))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches this Attraction, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice this Attraction, then open an Attraction. Lights — 3, 4, 5, 6
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Darting Merfolk
  ( 2)
Creature — Merfolk
(1/1)
: Return this creature to its owner's hand.
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Daru Cavalier
  ( 4)
Creature — Human Soldier
(2/2)
First strike When this creature enters, you may search your library for a card named Daru Cavalier, reveal it, put it into your hand, then shuffle.
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Daru Healer
  ( 3)
Creature — Human Cleric
(1/2)
: Prevent the next 1 damage that would be dealt to any target this turn.
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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Daru Mender
 ( 1)
Creature — Human Cleric
(1/1)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, regenerate target creature.
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Daru Sanctifier
  ( 4)
Creature — Human Cleric
(1/4)
Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, destroy target enchantment.
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Daru Spiritualist
  ( 2)
Creature — Human Cleric
(1/1)
Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.
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Daru Stinger
  ( 4)
Creature — Soldier
(1/1)
Amplify 1 (As this creature enters, put a +1/+1 counter on it for each Soldier card you reveal in your hand.) : This creature deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature.
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Daru Warchief
   ( 4)
Creature — Human Soldier
(1/1)
Soldier spells you cast cost less to cast. Soldier creatures you control get +1/+2.
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Daryl, Hunter of Walkers
   ( 4)
Legendary Creature — Human Archer
(4/4)
At the beginning of your upkeep, target opponent creates three Walker tokens. : Daryl deals 2 damage to target creature.
Whenever a Zombie an opponent controls dies, draw a card.
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Dash Hopes
  ( 2)
Instant
When you cast this spell, any player may pay 5 life. If a player does, counter Dash Hopes. Counter target spell.
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Dashing Bloodsucker
  ( 4)
Creature — Vampire Warrior
(2/5)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 and gains lifelink until end of turn.
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Daughter of Autumn
   ( 4)
Legendary Creature — Avatar
(2/4)
: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead.
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Daunting Defender
  ( 5)
Creature — Human Cleric
(3/3)
If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.
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Dauntless Aven
  ( 3)
Creature — Bird Warrior
(2/1)
Flying Whenever this creature attacks, untap target creature you control.
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Dauntless Avenger
( 0)
Creature — Human Soldier
(3/2)
Whenever this creature attacks, return target creature card with mana value 2 or less from your graveyard to the battlefield tapped and attacking.
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Dauntless Bodyguard
 ( 1)
Creature — Human Knight
(2/1)
As this creature enters, choose another creature you control. Sacrifice this creature: The chosen creature gains indestructible until end of turn.
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Dauntless Cathar
  ( 3)
Creature — Human Soldier
(3/2)
 , Exile this card from your graveyard: Create a 1/1 white Spirit creature token with flying. Activate only as a sorcery.
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Dauntless Dismantler
  ( 2)
Creature — Human Artificer
(1/4)
Artifacts your opponents control enter tapped.   , Sacrifice this creature: Destroy each artifact with mana value X.
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Dauntless Dourbark
  ( 4)
Creature — Treefolk Warrior
(*/*)
Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control. This creature has trample as long as you control another Treefolk.
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Dauntless Escort
   ( 3)
Creature — Rhino Soldier
(3/3)
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
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Dauntless River Marshal
  ( 2)
Creature — Human Soldier
(2/1)
This creature gets +1/+1 as long as you control an Island.  : Tap target creature.
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Dauntless Survivor
  ( 2)
Creature — Human Warrior
(1/1)
When this creature enters, put a +1/+1 counter on target creature.
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Dauntless Veteran
   ( 3)
Creature — Human Soldier
(2/2)
Whenever this creature attacks, creatures you control get +1/+1 until end of turn.
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Dauthi Cutthroat
  ( 2)
Creature — Dauthi Minion
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.)  , : Destroy target creature with shadow.
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Dauthi Embrace
  ( 3)
Enchantment
 : 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 Ghoul
  ( 2)
Creature — Dauthi Zombie
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever a creature with shadow dies, put a +1/+1 counter on this creature.
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Dauthi Horror
  ( 2)
Creature — Dauthi Horror
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) This creature can't be blocked by white creatures.
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Dauthi Jackal
  ( 3)
Creature — Dauthi Jackal
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.)  , Sacrifice this creature: Destroy target blocking creature.
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Dauthi Marauder
  ( 3)
Creature — Dauthi Minion
(3/1)
Shadow (This creature can block or be blocked by only creatures with shadow.)
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Dauthi Mercenary
  ( 3)
Creature — Dauthi Knight Mercenary
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.)  : This creature gets +1/+0 until end of turn.
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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 this creature 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.) This creature 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 this creature: 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)
: This creature deals 1 damage to target attacking or blocking creature.
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D'Avenant Healer
   ( 3)
Creature — Human Cleric Archer
(1/2)
: This creature 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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Davriel, Rogue Shadowmage
  ( 3)
Legendary Planeswalker — Davriel
(3)
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, Davriel deals 2 damage to them. −1: Target player discards a card.
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Davriel, Soul Broker
   ( 4)
Legendary Planeswalker — — Davriel
+1: Until your next turn, whenever an opponent attacks you and/or planeswalkers you control, they discard a card. If they can't, they sacrifice an attacking creature. −2: Accept one of Davriel's offers, then accept one of Davriel's conditions. −3: Target creature perpetually gets -3/-3.
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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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Dusk // Dawn (Dawn)
   ( 5)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Return all creature cards with power 2 or less from your graveyard to your hand.
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Dawn Charm
  ( 2)
Instant
Choose one — • Prevent all combat damage that would be dealt this turn. • Regenerate target creature. • Counter target spell that targets you.
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Dawn Elemental
    ( 4)
Creature — Elemental
(3/3)
Flying Prevent all damage that would be dealt to this creature.
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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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Dawn of a New Age
  ( 2)
Enchantment
This enchantment enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
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Dawn of Hope
  ( 2)
Enchantment
Whenever you gain life, you may pay . If you do, draw a card.  : Create a 1/1 white Soldier creature token with lifelink.
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Dawn of the Dead
    ( 5)
Enchantment
At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
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Dawn to Dusk
   ( 4)
Sorcery
Choose one or both — • Return target enchantment card from your graveyard to your hand. • Destroy target enchantment.
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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 this creature, put a +1/+1 counter on this creature.
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Dawnbringer Cleric
  ( 2)
Creature — Human Cleric
(1/3)
When this creature 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 this creature 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 this creature 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 this creature 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, this creature 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 this creature 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 this creature 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 this creature enters, you gain 4 life.
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Dawning Purist
  ( 3)
Creature — Human Cleric
(2/2)
Whenever this creature 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.) , : This creature deals 1 damage to target attacking or blocking creature.
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Dawn's Reflection
  ( 4)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
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Dawn's Truce
  ( 2)
Instant
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.) You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
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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 this creature: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Dawnwing Marshal
  ( 2)
Creature — Cat Soldier
(2/2)
Flying  : Creatures you control get +1/+1 until end of turn.
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Daxos of Meletis
   ( 3)
Legendary Creature — Human Soldier
(2/2)
Daxos can't be blocked by creatures with power 3 or greater. Whenever Daxos 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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Daxos's Torment
  ( 4)
Enchantment
Constellation — Whenever this enchantment or another enchantment you control enters, this enchantment becomes a 5/5 Demon creature with flying and haste in addition to its other types until end of turn.
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Night // Day (Day)
  ( 3)
Instant
Creatures target player controls get +1/+1 until end of turn.
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