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Disorder
  ( 2)
Sorcery
Disorder deals 2 damage to each white creature and each player who controls a white creature.
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Disorder in the Court
   ( 2)
Instant
Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Disorient
  ( 4)
Instant
Target creature gets -7/-0 until end of turn.
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Disorienting Choice
  ( 4)
Sorcery
For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
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Dispatch
 ( 1)
Instant
Tap target creature. Metalcraft — If you control three or more artifacts, exile that creature.
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Dispatch Dispensary
( 0)
Artifact — Contraption
Whenever you crank this Contraption, create a 2/2 black Rogue creature token with menace.
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Dispel
 ( 1)
Instant
Counter target instant spell.
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Dispelling Exhale
  ( 2)
Instant
As an additional cost to cast this spell, you may behold a Dragon. (You may choose a Dragon you control or reveal a Dragon card from your hand.) Counter target spell unless its controller pays . If a Dragon was beheld, counter that spell unless its controller pays instead.
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Dispense Justice
  ( 3)
Instant
Target player sacrifices an attacking creature of their choice. Metalcraft — That player sacrifices two attacking creatures of their choice instead if you control three or more artifacts.
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Discovery // Dispersal (Dispersal)
   ( 5)
Instant
Each opponent returns a nonland permanent they control with the greatest mana value among permanents they control to its owner's hand, then discards a card.
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Dispersal Shield
  ( 2)
Instant
Counter target spell if its mana value is less than or equal to the greatest mana value among permanents you control.
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Dispersal Technician
  ( 5)
Creature — Vedalken Artificer
(3/2)
When this creature enters, you may return target artifact to its owner's hand.
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Disperse
  ( 2)
Instant
Return target nonland permanent to its owner's hand.
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Displace
  ( 3)
Instant
Exile up to two target creatures you control, then return those cards to the battlefield under their owner's control.
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Displaced Dinosaurs
   ( 7)
Creature — Dinosaur
(7/7)
As a historic permanent you control enters, it becomes a 7/7 Dinosaur creature in addition to its other types. (Artifacts, legendaries, and Sagas are historic.)
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Displacement Wave
   ( 2)
Sorcery
Return all nonland permanents with mana value X or less to their owners' hands.
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Displacer Beast
  ( 3)
Creature — Cat Beast
(3/2)
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) Displacement —  : Return this creature to its owner's hand.
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Displacer Kitten
  ( 4)
Creature — Cat Beast
(2/2)
Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.
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Display of Dominance
  ( 2)
Instant
Choose one — • Destroy target blue or black noncreature permanent. • Permanents you control can't be the targets of blue or black spells your opponents control this turn.
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Display of Power
   ( 3)
Instant
This spell can't be copied. Copy any number of target instant and/or sorcery spells. You may choose new targets for the copies.
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Disposal Mummy
  ( 3)
Creature — Zombie Jackal
(2/3)
When this creature enters, exile target card from an opponent's graveyard.
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Dispossess
  ( 3)
Sorcery
Choose an artifact card name. Search target opponent's graveyard, hand, and library for any number of cards with the chosen name and exile them. Then that player shuffles.
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Disrupt
 ( 1)
Instant
Counter target instant or sorcery spell unless its controller pays . Draw a card.
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Disrupt Decorum
   ( 4)
Sorcery
Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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Disrupting Scepter
 ( 3)
Artifact
, : Target player discards a card. Activate only during your turn.
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Disrupting Shoal
   ( 2)
Instant — Arcane
You may exile a blue card with mana value X from your hand rather than pay this spell's mana cost. Counter target spell if its mana value is X.
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Disruption Aura
  ( 3)
Enchantment — Aura
Enchant artifact Enchanted artifact has "At the beginning of your upkeep, sacrifice this artifact unless you pay its mana cost."
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Disruption Protocol
  ( 2)
Instant
As an additional cost to cast this spell, tap an untapped artifact you control or pay . Counter target spell.
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Disruptive Stormbrood
  ( 5)
Creature — Dragon
(3/3)
Flying When this creature enters, destroy up to one target artifact or enchantment.
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Disruptive Student
  ( 3)
Creature — Human Wizard
(1/1)
: Counter target spell unless its controller pays .
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Disruptor Flute
 ( 2)
Artifact
Flash As this artifact enters, choose a card name. Spells with the chosen name cost more to cast. Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
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Disruptor Wanderglyph
 ( 4)
Artifact Creature — Golem
(3/4)
Whenever this creature attacks, exile target card from an opponent's graveyard.
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Dissatisfied Customer
  ( 3)
Creature — Vampire Guest
(2/1)
Flying, haste When this creature enters, roll a six-sided die. If the result is 3 or less, you lose that much life.
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Dissection Tools
 ( 5)
Artifact — Equipment
When this Equipment enters, manifest dread, then attach this Equipment to that creature. Equipped creature gets +2/+2 and has deathtouch and lifelink. Equip—Sacrifice a creature.
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Dissipate
   ( 3)
Instant
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Dissipation Field
   ( 4)
Enchantment
Whenever a permanent deals damage to you, return it to its owner's hand.
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Dissolve
   ( 3)
Instant
Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Emerald Dragon (Dissonant Wave)
  ( 3)
Instant — Adventure
Counter target activated or triggered ability from a noncreature source. (Then exile this card. You may cast the creature later from exile.)
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Distant Melody
  ( 4)
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
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Distant Memories
   ( 4)
Sorcery
Search your library for a card, exile it, then shuffle. Any opponent may have you put that card into your hand. If no player does, you draw three cards.
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Distemper of the Blood
  ( 2)
Sorcery
Target creature gets +2/+2 and gains trample until end of turn. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Distended Mindbender
 ( 8)
Creature — Eldrazi Insect
(5/5)
Emerge   (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, target opponent reveals their hand. You choose from it a nonland card with mana value 3 or less and a card with mana value 4 or greater. That player discards those cards.
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Distinguished Conjurer
  ( 2)
Creature — Human Wizard
(1/2)
Whenever another creature you control enters, you gain 1 life.  , : Exile another target creature you control, then return it to the battlefield under its owner's control.
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Distorted Curiosity
  ( 3)
Sorcery
Corrupted — This spell costs less to cast if an opponent has three or more poison counters. Draw two cards.
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Distorting Lens
 ( 2)
Artifact
: Target permanent becomes the color of your choice until end of turn.
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Distorting Wake
    ( 3)
Sorcery
Return X target nonland permanents to their owners' hands.
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Distortion Strike
 ( 1)
Sorcery
Target creature gets +1/+0 until end of turn and can't be blocked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Distract the Guards
   ( 3)
Sorcery
Freerunning  (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.) Create three 1/1 white Human Rogue creature tokens.
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Distracting Geist
  ( 3)
Creature — Spirit
(2/1)
Whenever this creature attacks, tap target creature defending player controls. Disturb  (You may cast this card from your graveyard transformed for its disturb cost.)
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Distress
  ( 2)
Sorcery
Target player reveals their hand. You choose a nonland card from it. That player discards that card.
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District Guide
  ( 3)
Creature — Elf Scout
(2/2)
When this creature enters, you may search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
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District Mascot
 ( 1)
Creature — Dog Mount
(0/0)
This creature enters with a +1/+1 counter on it.  , Remove two +1/+1 counters from this creature: Destroy target artifact.
Whenever this creature attacks while saddled, put a +1/+1 counter on it. Saddle 1
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Disturbed Burial
  ( 2)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Return target creature card from your graveyard to your hand.
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Disturbed Slumber
  ( 2)
Instant
Until end of turn, target land you control becomes a 4/4 Dinosaur creature with reach and haste. It's still a land. It must be blocked this turn if able.
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Disturbing Conversion
  ( 2)
Enchantment — Aura
Flash Enchant creature When this Aura enters, each player mills two cards. Enchanted creature gets -X/-0, where X is the number of cards in its controller's graveyard.
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Disturbing Mirth
  ( 2)
Enchantment
When this enchantment enters, you may sacrifice another enchantment or creature. If you do, draw two cards. When you sacrifice this enchantment, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Disturbing Plot
  ( 2)
Sorcery
Return target creature card from a graveyard to its owner's hand. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
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Dive Bomber
  ( 4)
Creature — Bird Soldier
(2/2)
Flying , Sacrifice this creature: It deals 2 damage to target attacking or blocking creature.
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Dive Down
 ( 1)
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Divebomber Griffin
   ( 5)
Creature — Griffin
(3/2)
Flying , Sacrifice this creature: It deals 3 damage to target attacking or blocking creature.
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Diver Skaab
   ( 5)
Creature — Zombie
(3/5)
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, target creature's owner puts it on their choice of the top or bottom of their library.
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Divergent Growth
 ( 1)
Instant
Until end of turn, lands you control gain " : Add one mana of any color."
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Divergent Transformations
  ( 7)
Instant
Undaunted (This spell costs less to cast for each opponent.) Exile two target creatures. For each of those creatures, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then shuffles the rest into their library.
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Diversion Specialist
  ( 4)
Creature — Human Warrior
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) , Sacrifice another creature or enchantment: Exile the top card of your library. You may play it this turn.
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Diversion Unit
  ( 2)
Artifact Creature — Robot
(2/1)
Flying , Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays .
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Divert
 ( 1)
Instant
Change the target of target spell with a single target unless that spell's controller pays .
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Divest
 ( 1)
Sorcery
Target player reveals their hand. You choose an artifact or creature card from it. That player discards that card.
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Divide by Zero
  ( 3)
Instant
Return target spell or permanent with mana value 1 or greater to its owner's hand. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Divine Arrow
  ( 2)
Instant
Divine Arrow deals 4 damage to target attacking or blocking creature.
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Divine Deflection
  ( 1)
Instant
Prevent the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to any target.
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Divine Favor
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, you gain 3 life. Enchanted creature gets +1/+3.
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Divine Gambit
  ( 2)
Sorcery
Exile target artifact, creature, or enchantment an opponent controls. That player may put a permanent card from their hand onto the battlefield.
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Divine Intervention
   ( 8)
Enchantment
This enchantment enters with two intervention counters on it. At the beginning of your upkeep, remove an intervention counter from this enchantment. When you remove the last intervention counter from this enchantment, the game is a draw.
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Divine Light
 ( 1)
Sorcery
Prevent all damage that would be dealt this turn to creatures you control.
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Divine Offering
  ( 2)
Instant
Destroy target artifact. You gain life equal to its mana value.
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Divine Presence
  ( 3)
Enchantment
If a source would deal 4 or more damage to a permanent or player, that source deals 3 damage to that permanent or player instead.
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Divine Purge
   ( 3)
Sorcery
Exile all artifacts and creatures with mana value 3 or less. They perpetually gain "This spell costs more to cast" and "This permanent enters the battlefield tapped." For as long as each of them remain exiled, its owner may play it.
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Divine Reckoning
   ( 4)
Sorcery
Each player chooses a creature they control. Destroy the rest. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Divine Retribution
  ( 2)
Instant
Divine Retribution deals damage to target attacking creature equal to the number of attacking creatures.
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Divine Sacrament
   ( 3)
Enchantment
White creatures get +1/+1. Threshold — White creatures get an additional +1/+1 as long as seven or more cards are in your graveyard.
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Divine Smite
  ( 2)
Instant
Target creature or planeswalker an opponent controls phases out. If that permanent is black, exile it instead. (If it phases out, treat it and anything attached to it as though they don't exist until its controller's next turn.)
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Divine Verdict
  ( 4)
Instant
Destroy target attacking or blocking creature.
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Divine Visitation
   ( 5)
Enchantment
If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.
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Diviner of Fates
   ( 3)
Creature — — Cephalid Wizard
(2/3)
When Diviner of Fates enters the battlefield, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you discard one or more cards, seek a card that shares a card type with one of the discarded cards. This ability triggers only once each turn.
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Diviner of Mist
  ( 5)
Creature — Dragon
(4/5)
Flying Whenever this creature attacks, mill four cards. You may cast an instant or sorcery spell from your graveyard with mana value 4 or less without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
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Diviner Spirit
  ( 5)
Creature — Spirit
(2/4)
Whenever this creature deals combat damage to a player, you and that player each draw that many cards.
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Diviner's Lockbox
 ( 4)
Artifact
, : Choose a card name, then reveal the top card of your library. If that card has the chosen name, sacrifice this artifact and draw three cards. Activate only as a sorcery.
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Diviner's Portent
    ( 3)
Instant
Roll a d20 and add the number of cards in your hand. 1–14 | Draw X cards. 15+ | Scry X, then draw X cards.
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