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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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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 Favor
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, you gain 3 life. Enchanted creature gets +1/+3.
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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 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 Verdict
  ( 4)
Instant
Destroy target attacking or blocking creature.
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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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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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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 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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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 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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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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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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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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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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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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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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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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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 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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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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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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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 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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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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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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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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