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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 Lens
 ( 2)
Artifact
: Target permanent becomes the color of your choice until end of turn.
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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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Distracting Geist
  ( 3)
Creature — Spirit
(2/1)
Whenever this creature attacks, tap target creature defending player controls. Disturb  (You may cast this card from your graveyard transformed for its disturb cost.)
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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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District Guide
  ( 3)
Creature — Elf Scout
(2/2)
When this creature enters, you may search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
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District Mascot
 ( 1)
Creature — Dog Mount
(0/0)
This creature enters with a +1/+1 counter on it.  , Remove two +1/+1 counters from this creature: Destroy target artifact.
Whenever this creature attacks while saddled, put a +1/+1 counter on it. Saddle 1
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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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Disturbed Slumber
  ( 2)
Instant
Until end of turn, target land you control becomes a 4/4 Dinosaur creature with reach and haste. It's still a land. It must be blocked this turn if able.
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Disturbing Conversion
  ( 2)
Enchantment — Aura
Flash Enchant creature When this Aura enters, each player mills two cards. Enchanted creature gets -X/-0, where X is the number of cards in its controller's graveyard.
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Disturbing Mirth
  ( 2)
Enchantment
When this enchantment enters, you may sacrifice another enchantment or creature. If you do, draw two cards. When you sacrifice this enchantment, 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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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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Dive Bomber
  ( 4)
Creature — Bird Soldier
(2/2)
Flying , Sacrifice this creature: It deals 2 damage to target attacking or blocking creature.
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Dive Down
 ( 1)
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Divebomber Griffin
   ( 5)
Creature — Griffin
(3/2)
Flying , Sacrifice this creature: It deals 3 damage to target attacking or blocking creature.
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Diver Skaab
   ( 5)
Creature — Zombie
(3/5)
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, target creature's owner puts it on their choice of the top or bottom of their library.
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Divergent Growth
 ( 1)
Instant
Until end of turn, lands you control gain " : Add one mana of any color."
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Divergent Transformations
  ( 7)
Instant
Undaunted (This spell costs less to cast for each opponent.) Exile two target creatures. For each of those creatures, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then shuffles the rest into their library.
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Diversion Specialist
  ( 4)
Creature — Human Warrior
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) , Sacrifice another creature or enchantment: Exile the top card of your library. You may play it this turn.
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Diversion Unit
  ( 2)
Artifact Creature — Robot
(2/1)
Flying , Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays .
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Divert
 ( 1)
Instant
Change the target of target spell with a single target unless that spell's controller pays .
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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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Divide by Zero
  ( 3)
Instant
Return target spell or permanent with mana value 1 or greater to its owner's hand. 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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Divine Arrow
  ( 2)
Instant
Divine Arrow deals 4 damage to target attacking or blocking creature.
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Divine Deflection
  ( 1)
Instant
Prevent the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to any target.
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Divine Favor
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, you gain 3 life. Enchanted creature gets +1/+3.
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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 Intervention
   ( 8)
Enchantment
This enchantment enters with two intervention counters on it. At the beginning of your upkeep, remove an intervention counter from this enchantment. When you remove the last intervention counter from this enchantment, the game is a draw.
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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 Offering
  ( 2)
Instant
Destroy target artifact. You gain life equal to its mana value.
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Divine Presence
  ( 3)
Enchantment
If a source would deal 4 or more damage to a permanent or player, that source deals 3 damage to that permanent or player instead.
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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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Divine Retribution
  ( 2)
Instant
Divine Retribution deals damage to target attacking creature equal to the number of attacking creatures.
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Divine Sacrament
   ( 3)
Enchantment
White creatures get +1/+1. Threshold — White creatures get an additional +1/+1 as long as seven or more cards are in your graveyard.
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Divine Smite
  ( 2)
Instant
Target creature or planeswalker an opponent controls phases out. If that permanent is black, exile it instead. (If it phases out, treat it and anything attached to it as though they don't exist until its controller's next turn.)
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Divine Verdict
  ( 4)
Instant
Destroy target attacking or blocking creature.
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Divine Visitation
   ( 5)
Enchantment
If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.
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Diviner of Fates
   ( 3)
Creature — — Cephalid Wizard
(2/3)
When Diviner of Fates enters the battlefield, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you discard one or more cards, seek a card that shares a card type with one of the discarded cards. This ability triggers only once each turn.
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Diviner of Mist
  ( 5)
Creature — Dragon
(4/5)
Flying Whenever this creature attacks, mill four cards. You may cast an instant or sorcery spell from your graveyard with mana value 4 or less without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
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Diviner Spirit
  ( 5)
Creature — Spirit
(2/4)
Whenever this creature deals combat damage to a player, you and that player each draw that many cards.
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Diviner's Lockbox
 ( 4)
Artifact
, : Choose a card name, then reveal the top card of your library. If that card has the chosen name, sacrifice this artifact and draw three cards. Activate only as a sorcery.
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Diviner's Portent
    ( 3)
Instant
Roll a d20 and add the number of cards in your hand. 1–14 | Draw X cards. 15+ | Scry X, then draw X cards.
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Diviner's Wand
 ( 3)
Kindred Artifact — Wizard Equipment
Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and " : Draw a card." Whenever a Wizard creature enters, you may attach this Equipment to it. Equip 
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Divinity of Pride
     ( 5)
Creature — Spirit Avatar
(4/4)
Flying, lifelink This creature gets +4/+4 as long as you have 25 or more life.
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Division Table
( 0)
Artifact — Contraption
Whenever you crank this Contraption, target player loses 2 life.
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Dizzying Gaze
 ( 1)
Enchantment — Aura
Enchant creature you control : Enchanted creature deals 1 damage to target creature with flying.
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Djeru and Hazoret
    ( 5)
Legendary Creature — Human God
(5/4)
As long as you have one or fewer cards in hand, Djeru and Hazoret has vigilance and haste. Whenever Djeru and Hazoret attacks, look at the top six cards of your library. You may exile a legendary creature card from among them. Put the rest on the bottom of your library in a random order. Until end of turn, you may cast the exiled card without paying its mana cost.
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Djeru, With Eyes Open
   ( 5)
Legendary Creature — Human Warrior
(4/3)
Vigilance When Djeru enters, you may search your library for a planeswalker card, reveal it, put it into your hand, then shuffle. If a source would deal damage to a planeswalker you control, prevent 1 of that damage.
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Djeru's Renunciation
  ( 2)
Instant
Tap up to two target creatures. Cycling ( , Discard this card: Draw a card.)
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Djeru's Resolve
 ( 1)
Instant
Untap target creature. Prevent all damage that would be dealt to it this turn. Cycling ( , Discard this card: Draw a card.)
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Djinn Illuminatus
   ( 7)
Creature — Djinn
(3/5)
( can be paid with either or .) Flying Each instant and sorcery spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
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Djinn of Infinite Deceits
   ( 6)
Creature — Djinn
(2/7)
Flying : Exchange control of two target nonlegendary creatures. You can't activate this ability during combat.
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Djinn of the Fountain
   ( 6)
Creature — Djinn
(4/4)
Flying Whenever you cast an instant or sorcery spell, choose one — • This creature gets +1/+1 until end of turn. • Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step. • Scry 1.
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Djinn of Wishes
   ( 5)
Creature — Djinn
(4/4)
Flying This creature enters with three wish counters on it.   , Remove a wish counter from this creature: Reveal the top card of your library. You may play that card without paying its mana cost. If you don't, exile it.
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Djinni Windseer
  ( 4)
Creature — Djinn
(3/3)
Flying When this creature enters, roll a d20. 1–9 | Scry 1. 10–19 | Scry 2. 20 | Scry 3.
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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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Doc Aurlock, Grizzled Genius
  ( 2)
Legendary Creature — Bear Druid
(2/3)
Spells you cast from your graveyard or from exile cost less to cast. Plotting cards from your hand costs less.
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Docent of Perfection
   ( 5)
Creature — Insect Horror
(5/4)
Flying Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token. Then if you control three or more Wizards, transform this creature.
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Dockside Chef
 ( 1)
Enchantment Creature — Human Citizen
(1/2)
 , Sacrifice an artifact or creature: Draw a card.
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Dockside Extortionist
  ( 2)
Creature — Goblin Pirate
(1/2)
When this creature enters, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control. (Treasure tokens are artifacts with " , Sacrifice this token: Add one mana of any color.")
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Dodecapod
 ( 4)
Artifact Creature — Golem
(3/3)
If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield with two +1/+1 counters on it instead of putting it into your graveyard.
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Dodgy Jalopy
  ( 3)
Artifact — Vehicle
(*/5)
Trample Dodgy Jalopy's power is equal to the greatest mana value among creatures you control. Crew 3 Scavenge  ( , Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
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Dog Umbra
  ( 2)
Enchantment — Aura
Flash Enchant creature As long as another player controls enchanted creature, it can't attack or block. Otherwise, this Aura has umbra armor. (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Dog Walker
  ( 2)
Creature — Human Citizen
(3/1)
Vigilance Disguise  (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When this creature is turned face up, create two tapped 1/1 white Dog creature tokens.
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Dogged Detective
  ( 2)
Creature — Human Rogue
(2/1)
When this creature enters, 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.) Whenever an opponent draws their second card each turn, you may return this card from your graveyard to your hand.
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Dogged Hunter
  ( 3)
Creature — Human Nomad
(1/1)
: Destroy target creature token.
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Dogged Pursuit
  ( 4)
Enchantment
At the beginning of your end step, each opponent loses 1 life and you gain 1 life.
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Dogmeat, Ever Loyal
   ( 3)
Legendary Creature — Dog
(3/3)
When Dogmeat enters, mill five cards, then return an Aura or Equipment card from your graveyard to your hand. Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
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Dogpile
  ( 4)
Instant
Dogpile deals damage to any target equal to the number of attacking creatures you control.
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Dogsnail Engine
( 0)
Artifact — Contraption
Whenever you crank this Contraption, target player gains life equal to the greatest power among creatures you control.
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Do-It-Yourself Seraph
   ( 6)
Artifact Creature — Cyborg Angel
(4/4)
Flying Whenever this creature attacks, you may search your library for an artifact card, exile it, then shuffle. This creature has the text box of each card exiled with this creature in addition to its own.
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Dollhouse of Horrors
 ( 5)
Artifact
, , Exile a creature card from your graveyard: Create a token that's a copy of the exiled card, except it's a 0/0 Construct artifact in addition to its other types and it has "This token gets +1/+1 for each Construct you control." It gains haste until end of turn. Activate only as a sorcery.
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Dollmaker's Shop // Porcelain Gallery (Dollmaker's Shop)
  ( 2)
Enchantment — Room
Whenever one or more non-Toy creatures you control attack a player, create a 1/1 white Toy artifact creature token. (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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Dolmen Gate
 ( 2)
Artifact
Prevent all combat damage that would be dealt to attacking creatures you control.
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Domesticated Watercourse (playtest)
( 0)
Land
CARDNAME enters the battlefield tapped. : Add or .
 : Until end of turn, CARDNAME becomes an Equipment artifact with equip .
Whenever equipped creature deals combat damage to a player, draw a card.
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Domestication
   ( 4)
Enchantment — Aura
Enchant creature You control enchanted creature. At the beginning of your end step, if enchanted creature's power is 4 or greater, sacrifice this Aura.
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Dominaria's Judgment
  ( 3)
Instant
Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest.
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Dominate
    ( 3)
Instant
Gain control of target creature with mana value X or less.
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Dominating Vampire
   ( 3)
Creature — Vampire
(3/3)
When this creature enters, gain control of target creature with mana value less than or equal to the number of Vampires you control until end of turn. Untap that creature. It gains haste until end of turn.
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