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Decorated Champion
  ( 2)
Creature — Elf Warrior
(2/2)
Whenever another Warrior your team controls enters, put a +1/+1 counter on this creature.
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Deep Reconnaissance
  ( 3)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Deeproot Champion
  ( 2)
Creature — Merfolk Shaman
(1/1)
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
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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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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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Deflection
  ( 4)
Instant
Change the target of target spell with a single target.
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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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Deification
  ( 2)
Enchantment
As this enchantment 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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Delif's Cone
 ( 0)
Artifact
, Sacrifice this artifact: 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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Delusions of Mediocrity
  ( 4)
Enchantment
When this enchantment enters, you gain 10 life. When this enchantment leaves the battlefield, you lose 10 life.
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Demanding Dragon
   ( 5)
Creature — Dragon
(5/5)
Flying When this creature enters, it deals 5 damage to target opponent unless that player sacrifices a creature of their choice.
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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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Demolition Stomper
 ( 6)
Artifact — Vehicle
(10/7)
This Vehicle 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
( 0)
Creature — Demon
(*/*)
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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: This creature 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 this creature deals combat damage to a player, that player sacrifices a creature of their choice.
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Demon of Wailing Agonies
   ( 5)
Creature — Demon
(4/4)
Flying Lieutenant — As long as you control your commander, this creature gets +2/+2 and has "Whenever this creature deals combat damage to a player, that player sacrifices a creature of their choice."
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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 this card 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 this enchantment.
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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 this card 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 Junker
  ( 7)
Artifact — Vehicle
(4/3)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) When this Vehicle enters, for each player, destroy up to one target creature that player controls. If a creature you controlled was destroyed this way, put two +1/+1 counters on this Vehicle. Crew 2
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Demonic Lore
  ( 3)
Enchantment
When this enchantment 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 — • This enchantment 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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Demonic Ruckus
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has menace and trample. When this Aura is put into a graveyard from the battlefield, draw a card. Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Hezrou (Demonic Stench)
 ( 1)
Instant — Adventure
Each creature that blocked this turn gets -1/-1 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Demonic Taskmaster
  ( 3)
Creature — Demon
(4/3)
Flying At the beginning of your upkeep, sacrifice a creature other than this creature.
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Demonic Torment
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature.
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Demonic Tourist Laser
( 0)
Stickers
2 — Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) 3 — When this permanent dies, you get seven . 2 — 1/4 5 — 9/6
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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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Demonic Vigor
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. When enchanted creature dies, return that card to its owner's hand.
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Demonlord Belzenlok
   ( 6)
Legendary Creature — Elder Demon
(6/6)
Flying, trample When Demonlord Belzenlok enters, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's mana value is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.
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Demonlord of Ashmouth
   ( 4)
Creature — Demon
(5/4)
Flying When this creature enters, exile it unless you sacrifice another creature. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Demonmail Hauberk
 ( 4)
Artifact — Equipment
Equipped creature gets +4/+2. Equip—Sacrifice a creature.
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Demon-Possessed Witch
( 0)
Creature — Human Shaman
(4/3)
When this creature transforms into Demon-Possessed Witch, you may destroy target creature.
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Demon's Disciple
  ( 3)
Creature — Human Cleric
(3/1)
When this creature enters, each player sacrifices a creature or planeswalker of their choice.
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Demon's Due
  ( 4)
Instant
Scry 2, then draw two cards. You lose 2 life.
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Demon's Grasp
  ( 5)
Sorcery
Target creature gets -5/-5 until end of turn.
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Demon's Horn
 ( 2)
Artifact
Whenever a player casts a black spell, you may gain 1 life.
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Demon's Jester
  ( 4)
Creature — Imp
(2/2)
Flying Hellbent — This creature gets +2/+1 as long as you have no cards in hand.
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Demonspine Whip
  ( 2)
Artifact — Equipment
: Equipped creature gets +X/+0 until end of turn.
Equip 
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Demotion
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't block, and its activated abilities can't be activated.
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Denethor, Stone Seer
  ( 2)
Legendary Creature — Human Noble
(1/3)
When Denethor enters, scry 2.  , , Sacrifice Denethor: Target player becomes the monarch. Denethor deals 3 damage to any target.
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Dennick, Pious Apparition
( 0)
Legendary Creature — Spirit Soldier
(3/2)
Flying Whenever one or more creature cards are put into graveyards from anywhere, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") If Dennick would be put into a graveyard from anywhere, exile it instead.
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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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Deputy of Detention
   ( 3)
Creature — Vedalken Wizard
(1/3)
When this creature enters, exile target nonland permanent an opponent controls and all other nonland permanents that player controls with the same name as that permanent until this creature leaves the battlefield.
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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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Desdemona, Freedom's Edge
   ( 4)
Legendary Creature — Human Rogue
(3/4)
Vigilance Whenever Desdemona attacks, target creature card in your graveyard that's an artifact or that has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
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Desecration Demon
   ( 4)
Creature — Demon
(6/6)
Flying At the beginning of each combat, any opponent may sacrifice a creature of their choice. If a player does, tap this creature and put a +1/+1 counter on it.
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Desecration Elemental
  ( 4)
Creature — Elemental
(8/8)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever a player casts a spell, sacrifice a creature.
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Desert Cerodon
  ( 6)
Creature — Beast
(6/4)
Cycling ( , Discard this card: Draw a card.)
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Desertion
   ( 5)
Instant
Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.
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Desmond Miles
  ( 2)
Legendary Creature — Human Assassin
(1/3)
Menace Desmond Miles gets +1/+0 for each other Assassin you control and each Assassin card in your graveyard. Whenever Desmond Miles deals combat damage to a player, surveil X, where X is the amount of damage it dealt to that player.
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Desolation
   ( 3)
Enchantment
At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land of their choice. This enchantment deals 2 damage to each player who sacrificed a Plains this way.
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Desolation Angel
   ( 5)
Creature — Angel
(5/4)
Kicker  (You may pay an additional  as you cast this spell.) Flying When this creature enters, destroy all lands you control. If it was kicked, destroy all lands instead.
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Desolation Twin
 ( 10)
Creature — Eldrazi
(10/10)
When you cast this spell, create a 10/10 colorless Eldrazi creature token.
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Despondency
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
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Destructor Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying When this creature dies, destroy target noncreature permanent.
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Desynchronization
   ( 4)
Instant
Return each nonland permanent that's not historic to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
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Desynchronize
  ( 5)
Instant
Target nonland permanent's owner puts it on their choice of the top or bottom of their library. Scry 2.
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Detective of the Month
  ( 3)
Creature — Human Detective
(2/3)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, Detectives you control can't be blocked. Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.
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Detention Chariot
   ( 6)
Artifact — Vehicle
(6/6)
When this Vehicle enters, exile target artifact or creature an opponent controls until this Vehicle leaves the battlefield. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.) Cycling ( , Discard this card: Draw a card.)
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Detention Sphere
   ( 3)
Enchantment
When this enchantment enters, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent. When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
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Detention Vortex
 ( 1)
Enchantment — Aura
Enchant nonland permanent Enchanted permanent can't attack or block, and its activated abilities can't be activated. : Destroy this Aura. Only your opponents may activate this ability and only as a sorcery.
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Determined Iteration
  ( 2)
Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
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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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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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Devouring Hellion
  ( 3)
Creature — Hellion
(2/2)
As this creature enters, you may sacrifice any number of creatures and/or planeswalkers. If you do, it enters with twice that many +1/+1 counters on it.
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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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Devout Monk
 ( 1)
Creature — Human Monk Cleric
(1/1)
When this creature enters, you gain 1 life.
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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 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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Diamond City
( 0)
Land
This land enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) : Add .
: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
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