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Defend the Hearth
  ( 2)
Instant
Prevent all combat damage that would be dealt to players this turn.
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Defend the Rider
 ( 1)
Instant
Choose one — • Target permanent you control gains hexproof and indestructible until end of turn. • Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater."
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Defender en-Vec
  ( 4)
Creature — Human Cleric
(2/4)
Fading 4 (This creature enters with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from this creature: Prevent the next 2 damage that would be dealt to any target this turn.
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Defender of the Order
  ( 4)
Creature — Human Cleric
(2/4)
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, creatures you control get +0/+2 until end of turn.
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Defender of the Queue (playtest)
  ( 4)
Creature — — Centaur Soldier
(3/3)
Positioning (As this creature enters, lock your creatures in order from left to right for as long as you control a creature with positioning. Each time a creature enters or comes under your control, position it to the left or right of another creature you control.) Adjacent creatures to the left and right of Defender of the Queue get +1/+1 and have vigilance.
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Defenders of Humanity
   ( 3)
Enchantment
When this enchantment enters, create X 2/2 white Astartes Warrior creature tokens with vigilance.   , Exile this enchantment: Create X 2/2 white Astartes Warrior creature tokens with vigilance. Activate only if you control no creatures and only during your turn.
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Defenestrate
  ( 3)
Instant
Destroy target creature without flying.
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Defense Grid
 ( 2)
Artifact
Each spell costs more to cast except during its controller's turn.
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Defense of the Heart
  ( 4)
Enchantment
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice this enchantment, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
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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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Defensive Maneuvers
  ( 4)
Instant
Creatures of the creature type of your choice get +0/+4 until end of turn.
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Defiant Bloodlord
   ( 7)
Creature — Vampire
(4/5)
Flying Whenever you gain life, target opponent loses that much life.
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Defiant Greatmaw
  ( 3)
Creature — Hippo
(4/5)
When this creature enters, put two -1/-1 counters on target creature you control. Whenever you put one or more -1/-1 counters on this creature, remove a -1/-1 counter from another target creature you control.
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Defiant Ogre
  ( 6)
Creature — Ogre Warrior
(3/5)
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Destroy target artifact.
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Defiant Salvager
  ( 3)
Creature — Aetherborn Artificer
(2/2)
Sacrifice an artifact or creature: Put a +1/+1 counter on this creature. Activate only as a sorcery.
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Defiant Strike
 ( 1)
Instant
Target creature gets +1/+0 until end of turn. Draw a card.
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Defiant Survivor
  ( 3)
Creature — Human Survivor
(3/2)
Survival — At the beginning of your second main phase, if this creature is tapped, 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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Defiant Thundermaw
( 0)
Creature — Dragon
(4/4)
Flying, trample Whenever a Dragon you control attacks, it deals 2 damage to any target.
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Defiant Vanguard
  ( 3)
Creature — Human Rebel
(2/2)
When this creature blocks, at end of combat, destroy it and all creatures it blocked this turn. , : Search your library for a Rebel permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
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Defibrillating Current
   ( 6)
Sorcery
Defibrillating Current deals 4 damage to target creature or planeswalker and you gain 2 life.
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Defiled Crypt // Cadaver Lab (Defiled Crypt)
  ( 4)
Enchantment — Room
Whenever one or more cards leave your graveyard, create a 2/2 black Horror enchantment creature token. This ability triggers only once each turn. (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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Defiler of Dreams
   ( 5)
Creature — Phyrexian Sphinx
(4/3)
Flying As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay. Whenever you cast a blue permanent spell, draw a card.
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Defiler of Faith
   ( 5)
Creature — Phyrexian Human
(5/5)
Vigilance As an additional cost to cast white permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of white mana you pay. Whenever you cast a white permanent spell, create a 1/1 white Soldier creature token.
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Defiler of Flesh
   ( 4)
Creature — Phyrexian Horror
(4/4)
Menace As an additional cost to cast black permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of black mana you pay. Whenever you cast a black permanent spell, target creature you control gets +1/+1 and gains menace until end of turn.
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Defiler of Instinct
   ( 4)
Creature — Phyrexian Kavu
(4/4)
First strike As an additional cost to cast red permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of red mana you pay. Whenever you cast a red permanent spell, this creature deals 1 damage to any target.
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Defiler of Souls
    ( 6)
Creature — Demon
(5/5)
Flying At the beginning of each player's upkeep, that player sacrifices a monocolored creature of their choice.
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Defiler of Vigor
   ( 5)
Creature — Phyrexian Wurm
(6/6)
Trample As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay. Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
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Defiling Tears
  ( 3)
Instant
Until end of turn, target creature becomes black, gets +1/-1, and gains " : Regenerate this creature."
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Defy Gravity
 ( 1)
Instant
Target creature gains flying until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Dega Sanctuary
  ( 3)
Enchantment
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.
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Deglamer
  ( 2)
Instant
Choose target artifact or enchantment. Its owner shuffles it into their library.
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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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Deity of Scars
     ( 5)
Creature — Spirit Avatar
(7/7)
Trample This creature enters with two -1/-1 counters on it. , Remove a -1/-1 counter from this creature: Regenerate this creature.
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Delightful Discovery
  ( 5)
Instant
This spell costs less to cast for each spell your opponents have cast this turn. Scry 2, then draw two cards. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Delirium
   ( 3)
Instant
Cast this spell only during an opponent's turn. Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn.
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Deliver Unto Evil
  ( 3)
Sorcery
Choose up to four target cards in your graveyard. If you control a Bolas planeswalker, return those cards to your hand. Otherwise, an opponent chooses two of them. Leave the chosen cards in your graveyard and put the rest into your hand. Exile Deliver Unto Evil.
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Delney, Streetwise Lookout
  ( 3)
Legendary Creature — Human Scout
(2/2)
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
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Delraich
  ( 7)
Creature — Horror
(6/6)
You may sacrifice three black creatures rather than pay this spell's mana cost. Trample
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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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Deluxe Dragster
  ( 5)
Artifact — Vehicle
(4/3)
This Vehicle can't be blocked except by Vehicles. Whenever this Vehicle deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead. Crew 2
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Delver of Secrets
 ( 1)
Creature — Human Wizard
(1/1)
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform this creature.
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Delver's Torch
  ( 2)
Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.) Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Demand Answers
  ( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or discard a card. Draw two cards.
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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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Dematerialize
  ( 4)
Sorcery
Return target permanent to its owner's hand. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Dementia Sliver
   ( 5)
Creature — Sliver
(3/3)
All Slivers have " : Choose a card name. Target opponent reveals a card at random from their hand. If that card has the chosen name, that player discards it. Activate only during your turn."
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Demigod of Revenge
     ( 5)
Creature — Spirit Avatar
(5/4)
When you cast this spell, return all cards named Demigod of Revenge from your graveyard to the battlefield. Flying, haste
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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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Demolisher Spawn
   ( 7)
Enchantment Creature — Horror
(7/7)
Trample, haste Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn.
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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 of Catastrophes
   ( 4)
Creature — Demon
(6/6)
As an additional cost to cast this spell, sacrifice a creature. Flying, trample
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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 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 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 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 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'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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Demoralize
  ( 3)
Instant
All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.) Threshold — If seven or more cards are in your graveyard, creatures can't block this turn.
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Den of the Bugbear
( 0)
Land
If you control two or more other lands, this land enters tapped. : Add .
 : Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
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Den Protector
  ( 2)
Creature — Human Warrior
(2/1)
Creatures with power less than this creature's power can't block it. Megamorph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, return target card from your graveyard to your hand.
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Denethor, Ruling Steward
   ( 3)
Legendary Creature — Human Noble
(2/4)
At the beginning of your end step, if a creature died under your control this turn, create a 1/1 white Human Soldier creature token. , Sacrifice another creature: Each opponent loses 1 life and you gain 1 life.
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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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Dennick, Pious Apprentice
  ( 2)
Legendary Creature — Human Soldier
(2/3)
Lifelink Cards in graveyards can't be the targets of spells or abilities. Disturb   (You may cast this card from your graveyard transformed for its disturb cost.)
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Denry Klin, Editor in Chief
   ( 4)
Legendary Creature — Cat Advisor
(2/2)
Denry Klin enters with your choice of a +1/+1, first strike, or vigilance counter on it. Whenever a nontoken creature you control enters, if Denry Klin has counters on it, put the same number of each kind of counter on that creature.
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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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Depala, Pilot Exemplar
   ( 3)
Legendary Creature — Dwarf Pilot
(3/3)
Other Dwarves you control get +1/+1. Each Vehicle you control gets +1/+1 as long as it's a creature. Whenever Depala becomes tapped, you may pay . If you do, reveal the top X cards of your library, put all Dwarf and Vehicle cards from among them into your hand, then put the rest on the bottom of your library in a random order.
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Depart the Realm
  ( 2)
Instant
Return target nonland permanent to its owner's hand. 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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Departed Deckhand
  ( 2)
Creature — Spirit Pirate
(2/2)
When this creature becomes the target of a spell, sacrifice it. This creature can't be blocked except by Spirits.  : Another target creature you control can't be blocked this turn except by Spirits.
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Departed Soulkeeper
( 0)
Creature — Spirit
(3/1)
Flying This creature can block only creatures with flying. If Departed Soulkeeper 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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Deprive
  ( 2)
Instant
As an additional cost to cast this spell, return a land you control to its owner's hand. Counter target spell.
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