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Dominator Drone
  ( 3)
Creature — Eldrazi Drone
(3/2)
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) When this creature enters, if you control another colorless creature, each opponent loses 2 life.
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Domineer
   ( 3)
Enchantment — Aura
Enchant artifact creature You control enchanted artifact creature.
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Domineering Will
  ( 4)
Instant
Target player gains control of up to three target nonattacking creatures until end of turn. Untap those creatures. They block this turn if able.
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Dominus of Fealty
     ( 5)
Creature — Spirit Avatar
(4/4)
Flying At the beginning of your upkeep, you may gain control of target permanent until end of turn. If you do, untap it and it gains haste until end of turn.
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Domri Rade
   ( 3)
Legendary Planeswalker — Domri
(3)
+1: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand. −2: Target creature you control fights another target creature. −7: You get an emblem with "Creatures you control have double strike, trample, hexproof, and haste."
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Domri, Anarch of Bolas
   ( 3)
Legendary Planeswalker — Domri
(3)
Creatures you control get +1/+0. +1: Add or . Creature spells you cast this turn can't be countered. −2: Target creature you control fights target creature you don't control.
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Domri, Chaos Bringer
   ( 4)
Legendary Planeswalker — Domri
(5)
+1: Add or . If that mana is spent on a creature spell, it gains riot. (It enters with your choice of a +1/+1 counter or haste.) −3: Look at the top four cards of your library. You may reveal up to two creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. −8: You get an emblem with "At the beginning of each end step, create a 4/4 red and green Beast creature token with trample."
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Domri, City Smasher
   ( 6)
Legendary Planeswalker — Domri
(4)
+2: Creatures you control get +1/+1 and gain haste until end of turn. −3: Domri deals 3 damage to any target. −8: Put three +1/+1 counters on each creature you control. Those creatures gain trample until end of turn.
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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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Domri's Nodorog
   ( 5)
Creature — Beast
(5/2)
Trample When this creature enters, you may search your library and/or graveyard for a card named Domri, City Smasher, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Don Andres, the Renegade
    ( 4)
Legendary Creature — Vampire Pirate
(4/3)
Each creature you control but don't own gets +2/+2, has menace and deathtouch, and is a Pirate in addition to its other types. Whenever you cast a noncreature spell you don't own, create two tapped Treasure tokens.
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Donal, Herald of Wings
   ( 4)
Legendary Creature — Human Wizard
(3/3)
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
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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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Done for the Day
  ( 3)
Enchantment
At the beginning of your end step, if you control an Employee, a Performer, or a Robot, you may get or create a Treasure token. If you control all three, you may put a sticker on a nonland permanent you own.
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Dong Zhou, the Tyrant
  ( 5)
Legendary Creature — Human Soldier
(3/3)
When Dong Zhou enters, target creature an opponent controls deals damage equal to its power to that player.
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Donna Noble
  ( 4)
Legendary Creature — Human
(2/4)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) Whenever Donna Noble or a creature it's paired with is dealt damage, Donna Noble deals that much damage to target opponent. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Don't Blink
  ( 2)
Instant
Until end of turn, if one or more creatures would enter from exile or after being cast from exile, their owners shuffle them into their libraries instead. Cycling ( , Discard this card: Draw a card.)
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Don't Make a Sound
  ( 2)
Instant
Counter target spell unless its controller pays . If they do, 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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Don't Move
   ( 5)
Sorcery
Destroy all tapped creatures. Until your next turn, whenever a creature becomes tapped, destroy it.
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Don't Try This at Home
  ( 2)
Enchantment
If a hot source you control would deal damage to a permanent or player, it deals that much damage plus 1 instead. (Something is hot if it has hot things in its art, like fire or explosions.)  , Sacrifice this enchantment: It deals damage equal to twice the number of hot cards in your graveyard to target creature or planeswalker.
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Don't Worry About It (playtest)
   ( 3)
Enchantment — — Aura
Enchant card in your hand (This Aura remains on the battlefield. If you play enchanted card or it otherwise leaves your hand, put this Aura into the graveyard.) Enchanted card costs less to cast. When you cast enchanted card, copy it.
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Doom Blade
  ( 2)
Instant
Destroy target nonblack creature.
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Doom Cannon
 ( 6)
Artifact
As this artifact enters, choose a creature type. , , Sacrifice a creature of the chosen type: This artifact deals 3 damage to any target.
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Doom Foretold
   ( 4)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent of their choice. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice this enchantment.
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Doom Weaver
   ( 6)
Creature — Spider Horror
(1/8)
Reach Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Doom Weaver is paired with another creature, each of those creatures has "When this creature dies, draw cards equal to its power."
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Doom Whisperer
   ( 5)
Creature — Nightmare Demon
(6/6)
Flying, trample Pay 2 life: 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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Doomed Artisan
  ( 3)
Creature — Human Artificer
(1/1)
Sculptures you control can't attack or block. At the beginning of your end step, create a colorless Sculpture artifact creature token with "This token's power and toughness are each equal to the number of Sculptures you control."
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Doomed Dissenter
  ( 2)
Creature — Human
(1/1)
When this creature dies, create a 2/2 black Zombie creature token.
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Doomed Necromancer
  ( 3)
Creature — Human Cleric Mercenary
(2/2)
, , Sacrifice this creature: Return target creature card from your graveyard to the battlefield.
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Doomed Traveler
 ( 1)
Creature — Human Soldier
(1/1)
When this creature dies, create a 1/1 white Spirit creature token with flying.
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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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Doomgape
    ( 7)
Creature — Elemental
(10/10)
Trample At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature's toughness.
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Doomsday
   ( 3)
Sorcery
Search your library and graveyard for five cards and exile the rest. Put the chosen cards on top of your library in any order. You lose half your life, rounded up.
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Doomsday Confluence
   ( 1)
Sorcery
Choose X. You may choose the same mode more than once. • Each player sacrifices a nonartifact creature of their choice. • Create a 3/3 black Dalek artifact creature token with menace. • Each opponent discards a card.
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Doomsday Excruciator
      ( 6)
Creature — Demon
(6/6)
Flying When this creature enters, if it was cast, each player exiles all but the bottom six cards of their library face down. At the beginning of your upkeep, draw a card.
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Doomsday Specter
   ( 4)
Creature — Specter
(2/3)
Flying When this creature enters, return a blue or black creature you control to its owner's hand. Whenever this creature deals combat damage to a player, look at that player's hand and choose a card from it. The player discards that card.
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Doomskar Oracle
  ( 3)
Creature — Human Cleric
(3/2)
Whenever you cast your second spell each turn, you gain 2 life. 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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Doomskar Titan
   ( 6)
Creature — Giant Berserker
(4/4)
When this creature enters, creatures you control get +1/+0 and gain haste until end of turn. 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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Doomskar Warrior
   ( 4)
Creature — Human Warrior
(4/3)
Backup 1 Trample Whenever this creature deals combat damage to a player or battle, look at that many cards from the top of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Doomwake Giant
  ( 5)
Enchantment Creature — Giant
(4/6)
Constellation — Whenever this creature or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn.
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Door of Destinies
 ( 4)
Artifact
As this artifact enters, choose a creature type. Whenever you cast a spell of the chosen type, put a charge counter on this artifact. Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact.
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Doorkeeper
  ( 2)
Creature — Homunculus
(0/4)
Defender  , : Target player mills X cards, where X is the number of creatures you control with defender.
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Doorkeeper Thrull
  ( 2)
Creature — Thrull
(1/2)
Flash Flying Artifacts and creatures entering don't cause abilities to trigger.
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Doors of Durin
   ( 5)
Legendary Artifact
Whenever you attack, scry 2, then you may reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking. Until your next turn, it gains trample if you control a Dwarf and hexproof if you control an Elf.
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Do-Over (playtest)
  ( 2)
Instant
Restart the turn, except with CARDNAME in exile. (First, return all cards to where they were as the turn began. For information from hidden zones like the hand, reconstruct as best you can, and do the rest at random.)
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Doran, the Siege Tower
   ( 3)
Legendary Creature — Treefolk Shaman
(0/5)
Each creature assigns combat damage equal to its toughness rather than its power.
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Dormant Gomazoa
   ( 3)
Creature — Jellyfish
(5/5)
Flying This creature enters tapped. This creature doesn't untap during your untap step. Whenever you become the target of a spell, you may untap this creature.
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Dormant Grove
  ( 4)
Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has toughness 6 or greater, transform this enchantment.
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Dormant Sliver
   ( 4)
Creature — Sliver
(2/2)
All Sliver creatures have defender. All Slivers have "When this permanent enters, draw a card."
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Dormant Volcano
( 0)
Land
This land enters tapped. When this land enters, sacrifice it unless you return an untapped Mountain you control to its owner's hand. : Add  .
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Dorothea, Vengeful Victim
  ( 2)
Legendary Creature — Spirit
(4/4)
Flying When Dorothea attacks or blocks, sacrifice it at end of combat. Disturb   (You may cast this card from your graveyard transformed for its disturb cost.)
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Dorothea's Retribution
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, create a 4/4 white Spirit creature token with flying that's tapped and attacking. Sacrifice that token at end of combat." If Dorothea's Retribution would be put into a graveyard from anywhere, exile it instead.
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Dosan the Falling Leaf
   ( 3)
Legendary Creature — Human Monk
(2/2)
Players can cast spells only during their own turns.
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Double Cleave
  ( 2)
Instant
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
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Double Cross
   ( 5)
Sorcery
Choose another player. Look at that player's hand and choose a card other than a basic land card from it. They discard that card. At the beginning of the first upkeep in your next game with that player, look at that player's hand and choose a card other than a basic land card from it. They discard that card.
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Double Deal
  ( 5)
Sorcery
Choose another player. Double Deal deals 3 damage to that player. At the beginning of the first upkeep in your next game with that player, Double Deal deals 3 damage to the player.
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Double Dip
  ( 5)
Instant
Choose another player. You gain 5 life. At the beginning of the first upkeep in your next game with that player, you gain 5 life.
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Double Down
  ( 4)
Enchantment
Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)
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Double Header
   ( 5)
Creature — Drake
(2/3)
Flying When this creature enters, you may return target permanent with a two-word name to its owner's hand.
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Double Major
  ( 2)
Instant
Copy target creature spell you control, except it isn't legendary if the spell is legendary. (A copy of a creature spell becomes a token.)
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Double Play
   ( 5)
Sorcery
Choose another player. Search your library for a basic land card, put it onto the battlefield, then shuffle. At the beginning of the first upkeep in your next game with that player, search your library for a basic land card, put it onto the battlefield, then shuffle.
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Double Take
   ( 5)
Instant
Choose another player. You draw two cards. At the beginning of the first upkeep in your next game with that player, you draw two cards.
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Double Vision
   ( 5)
Enchantment
Whenever you cast your first instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy.
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Doublecast
  ( 2)
Sorcery
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
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Doubling Chant
  ( 6)
Sorcery
For each creature you control, you may search your library for a creature card with the same name as that creature. Put those cards onto the battlefield, then shuffle.
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Doubling Cube
 ( 2)
Artifact
, : Double the amount of each type of unspent mana you have.
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Doubling Season
  ( 5)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
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Doubtless One
  ( 4)
Creature — Cleric Avatar
(*/*)
Doubtless One's power and toughness are each equal to the number of Clerics on the battlefield. Whenever this creature deals damage, you gain that much life.
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Dour Port-Mage
  ( 2)
Creature — Frog Wizard
(1/3)
Whenever one or more other creatures you control leave the battlefield without dying, draw a card.  , : Return another target creature you control to its owner's hand.
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Douse
  ( 3)
Enchantment
 : Counter target red spell.
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Douse in Gloom
  ( 3)
Instant
Douse in Gloom deals 2 damage to target creature and you gain 2 life.
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Dovin Baan
   ( 4)
Legendary Planeswalker — Dovin
(3)
+1: Until your next turn, up to one target creature gets -3/-0 and its activated abilities can't be activated. −1: You gain 2 life and draw a card. −7: You get an emblem with "Your opponents can't untap more than two permanents during their untap steps."
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Dovin, Architect of Law
   ( 6)
Legendary Planeswalker — Dovin
(5)
+1: You gain 2 life and draw a card. −1: Tap target creature. It doesn't untap during its controller's next untap step. −9: Tap all permanents target opponent controls. That player skips their next untap step.
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Dovin, Grand Arbiter
   ( 3)
Legendary Planeswalker — Dovin
(3)
+1: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin. −1: Create a 1/1 colorless Thopter artifact creature token with flying. You gain 1 life. −7: Look at the top ten cards of your library. Put three of them into your hand and the rest on the bottom of your library in a random order.
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Dovin, Hand of Control
  ( 3)
Legendary Planeswalker — Dovin
(5)
Artifact, instant, and sorcery spells your opponents cast cost more to cast. −1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.
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Dovin's Acuity
   ( 3)
Enchantment
When this enchantment enters, you gain 2 life and draw a card. Whenever you cast an instant spell during your main phase, you may return this enchantment to its owner's hand.
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Dovin's Automaton
 ( 4)
Artifact Creature — Homunculus
(3/3)
As long as you control a Dovin planeswalker, this creature gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.)
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Dovin's Dismissal
   ( 4)
Instant
Put up to one target tapped creature on top of its owner's library. You may search your library and/or graveyard for a card named Dovin, Architect of Law, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Dovin's Veto
  ( 2)
Instant
This spell can't be countered. Counter target noncreature spell.
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Down // Dirty (Down)
  ( 4)
Sorcery
Target player discards two cards. Fuse (You may cast one or both halves of this card from your hand.)
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Down for Repairs
  ( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Destroy up to one target Attraction that player controls. (It's put into their junkyard.)
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Downdraft
  ( 3)
Enchantment
: Target creature loses flying until end of turn.
Sacrifice this enchantment: It deals 2 damage to each creature with flying.
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Downhill Charge
  ( 3)
Instant
You may sacrifice a Mountain rather than pay this spell's mana cost. Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control.
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Downpour
  ( 2)
Instant
Tap up to three target creatures.
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Downsize
 ( 1)
Instant
Target creature you don't control gets -4/-0 until end of turn. Overload  (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Downwind Ambusher
  ( 4)
Creature — Skunk Assassin
(4/2)
Flash When this creature enters, choose one — • Target creature an opponent controls gets -1/-1 until end of turn. • Destroy target creature an opponent controls that was dealt damage this turn.
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Dowsing Dagger
 ( 2)
Artifact — Equipment
When this Equipment enters, target opponent creates two 0/2 green Plant creature tokens with defender. Equipped creature gets +2/+1. Whenever equipped creature deals combat damage to a player, you may transform this Equipment. Equip 
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Dowsing Device
  ( 2)
Artifact
Whenever this artifact or another artifact you control enters, up to one target creature you control gets +1/+0 and gains haste until end of turn. Then transform this artifact if you control four or more artifacts.
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Dr. Julius Jumblemorph
   ( 4)
Legendary Creature
(4/4)
Dr. Julius Jumblemorph is every creature type (even if this card isn't on the battlefield). Whenever a host you control enters, you may search your library and/or graveyard for a card with augment and combine it with that host. If you search your library this way, shuffle.
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Drach'Nyen
   ( 6)
Legendary Artifact — Equipment
Echo of the First Murder — When Drach'Nyen enters, exile up to one target creature. Daemon Sword — Equipped creature has menace and gets +X/+0, where X is the exiled card's power. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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