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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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Destroy the Evidence
  ( 5)
Sorcery
Destroy target land. Its controller reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
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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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Detective's Satchel
   ( 4)
Artifact
When this artifact enters, investigate twice. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") : Create a 1/1 colorless Thopter artifact creature token with flying. Activate only if you've sacrificed an artifact this turn.
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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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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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Dictate of the Twin Gods
   ( 5)
Enchantment
Flash If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Dig Up the Body
  ( 3)
Instant
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.) Mill two cards, then you may return a creature card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
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Diminisher Witch
  ( 3)
Creature — Human Warlock
(3/2)
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) When this creature enters, if it was bargained, create a Cursed Role token attached to target creature an opponent controls. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
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Dimir Strandcatcher
   ( 4)
Creature — Faerie Rogue
(3/3)
Flying Whenever you attack, surveil X, where X is the number of opponents being attacked. At the beginning of each end step, if three or more cards were put into your graveyard from anywhere other than the battlefield this turn, draw a card.
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Din of the Fireherd
    ( 8)
Sorcery
Create a 5/5 black and red Elemental creature token. Target opponent sacrifices a creature of their choice for each black creature you control, then sacrifices a land of their choice for each red creature you control.
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Dinosaur Headdress
( 0)
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. As this Equipment becomes attached to a creature, choose an exiled creature card used to craft this Equipment. Equipped creature is a copy of the last chosen card. Equip 
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Diplomacy of the Wastes
  ( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. If you control a Warrior, that player loses 2 life.
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Dire-Strain Demolisher
( 0)
Creature — Werewolf
(8/7)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Disa the Restless
    ( 5)
Legendary Creature — Human Scout
(5/6)
Whenever a Lhurgoyf permanent card is put into your graveyard from anywhere other than the battlefield, put it onto the battlefield. Whenever one or more creatures you control deal combat damage to a player, create a Tarmogoyf token.
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Disciple of Phenax
   ( 4)
Creature — Human Cleric
(1/3)
When this creature enters, target player reveals a number of cards from their hand equal to your devotion to black. You choose one of them. That player discards that card. (Each in the mana costs of permanents you control counts toward your devotion to black.)
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Disciple of the Ring
   ( 5)
Creature — Human Wizard
(3/4)
, Exile an instant or sorcery card from your graveyard: Choose one —
• Counter target noncreature spell unless its controller pays . • This creature gets +1/+1 until end of turn. • Tap target creature. • Untap target creature.
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Disciple of the Sun
  ( 5)
Creature — Human Cleric
(3/3)
Lifelink When this creature enters, return target permanent card with mana value 3 or less from your graveyard to your hand.
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Disciple of the Vault
 ( 1)
Creature — Human Cleric
(1/1)
Whenever an artifact is put into a graveyard from the battlefield, you may have target opponent lose 1 life.
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Disciples of the Inferno
( 0)
Creature — Human Monk
(4/4)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) If a noncreature source you control would deal damage to a creature, battle, or opponent, it deals that much damage plus 2 instead.
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Discover the Formula
   ( 6)
Instant
Seek three nonland cards, then nonland cards in your hand perpetually gain "This spell costs less to cast."
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Discover the Impossible
  ( 3)
Instant
Look at the top five cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost if it's an instant spell with mana value 2 or less. If you don't, put that card into your hand.
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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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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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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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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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Djinn of the Fountain
   ( 6)
Creature — Djinn
(4/4)
Flying Whenever you cast an instant or sorcery spell, choose one — • This creature gets +1/+1 until end of turn. • Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step. • Scry 1.
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Djinn of Wishes
   ( 5)
Creature — Djinn
(4/4)
Flying This creature enters with three wish counters on it.   , Remove a wish counter from this creature: Reveal the top card of your library. You may play that card without paying its mana cost. If you don't, exile it.
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Dockside Chef
 ( 1)
Enchantment Creature — Human Citizen
(1/2)
 , Sacrifice an artifact or creature: Draw a card.
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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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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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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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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 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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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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Drag the Canal
  ( 2)
Instant
Create a 2/2 white and blue Detective creature token. If a creature died this turn, you gain 2 life, surveil 2, then investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Drag to the Bottom
   ( 4)
Sorcery
Domain — Each creature gets -X/-X until end of turn, where X is 1 plus the number of basic land types among lands you control.
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Drag to the Roots
   ( 4)
Instant
Delirium — This spell costs less to cast as long as there are four or more card types among cards in your graveyard. Destroy target nonland permanent.
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Drag to the Underworld
   ( 4)
Instant
This spell costs less to cast, where X is your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.) Destroy target creature.
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Dragon Broodmother
     ( 6)
Creature — Dragon
(4/4)
Flying At the beginning of each upkeep, create a 1/1 red and green Dragon creature token with flying and devour 2. (As the token enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)
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Dragon Whelp
   ( 4)
Creature — Dragon
(2/3)
Flying : This creature gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
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Draining Whelk
   ( 6)
Creature — Illusion
(1/1)
Flash Flying When this creature enters, counter target spell. Put X +1/+1 counters on this creature, where X is that spell's mana value.
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Drake Hatcher
  ( 2)
Creature — Human Wizard
(1/3)
Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature deals combat damage to a player, put that many incubation counters on it. Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
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Drana, the Last Bloodchief
   ( 5)
Legendary Creature — Vampire Cleric
(4/4)
Flying Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
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Drannith Healer
  ( 2)
Creature — Human Cleric
(2/2)
Whenever you cycle another card, you gain 1 life. Cycling ( , Discard this card: Draw a card.)
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Draugr's Helm
  ( 2)
Artifact — Equipment
When this Equipment enters, you may pay  . If you do, create a 2/2 black Zombie Berserker creature token, then attach this Equipment to it. Equipped creature gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.) Equip 
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Drawn Together
   ( 4)
Enchantment
As this enchantment enters, choose an artist. Creatures with art by the chosen artist get +2/+2.
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Dreadful as the Storm
  ( 3)
Instant
Target creature has base power and toughness 5/5 until end of turn. The Ring tempts you.
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Dreadhorde Butcher
  ( 2)
Creature — Zombie Warrior
(1/1)
Haste Whenever this creature deals combat damage to a player or planeswalker, put a +1/+1 counter on this creature. When this creature dies, it deals damage equal to its power to any target.
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Dream Cache
  ( 3)
Sorcery
Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library.
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Dreamcatcher
 ( 1)
Creature — Spirit
(1/1)
Whenever you cast a Spirit or Arcane spell, you may sacrifice this creature. If you do, draw a card.
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Dreamspoiler Witches
  ( 4)
Creature — Faerie Wizard
(2/2)
Flying Whenever you cast a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn.
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Dreamtail Heron
  ( 5)
Creature — Elemental Bird
(3/4)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flying Whenever this creature mutates, draw a card.
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Dredge the Mire
  ( 4)
Sorcery
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
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Drift of the Dead
  ( 4)
Creature — Wall
(*/*)
Defender (This creature can't attack.) Drift of the Dead's power and toughness are each equal to the number of snow lands you control.
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Driver of the Dead
  ( 4)
Creature — Vampire
(3/2)
When this creature dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Dromar, the Banisher
    ( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Dromar deals combat damage to a player, you may pay  . If you do, choose a color, then return all creatures of that color to their owners' hands.
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Dromoka, the Eternal
   ( 5)
Legendary Creature — Dragon
(5/5)
Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
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Drover of the Mighty
  ( 2)
Creature — Human Druid
(1/1)
This creature gets +2/+2 as long as you control a Dinosaur. : Add one mana of any color.
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Drown in the Loch
  ( 2)
Instant
Choose one — • Counter target spell with mana value less than or equal to the number of cards in its controller's graveyard. • Destroy target creature with mana value less than or equal to the number of cards in its controller's graveyard.
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Drownyard Behemoth
 ( 9)
Creature — Eldrazi Crab
(5/7)
Flash (You may cast this spell any time you could cast an instant.) Emerge  (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) This creature has hexproof as long as it entered this turn.
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Druid of the Emerald Grove
  ( 4)
Creature — Dwarf Druid
(2/2)
When this creature enters, search your library for up to two basic land cards and reveal them, then roll a d20. 9 or less | Put those cards into your hand, then shuffle. 10–19 | Put one of those cards onto the battlefield tapped and the other into your hand, then shuffle. 20+ | Put those cards onto the battlefield tapped, then shuffle.
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Druid of the Sacred Beaker
  ( 3)
Creature — Deer Bird Ape Druid
(2/2)
: Add for each Crossbreed Labs watermark among permanents you control.
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Druid of the Spade
  ( 3)
Creature — Rabbit Druid
(2/3)
As long as you control a token, this creature gets +2/+0 and has trample.
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Druidic Satchel
 ( 3)
Artifact
, : Reveal the top card of your library. If it's a creature card, create a 1/1 green Saproling creature token. If it's a land card, put that card onto the battlefield under your control. If it's a noncreature, nonland card, you gain 2 life.
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Dryad of the Ilysian Grove
  ( 3)
Enchantment Creature — Nymph Dryad
(2/4)
You may play an additional land on each of your turns. Lands you control are every basic land type in addition to their other types.
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Duchess, Wayward Tavernkeep
  ( 4)
Legendary Creature — Human Citizen
(4/3)
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it. , Remove a quest counter from a permanent you control: 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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Duelist of the Mind
  ( 2)
Creature — Human Advisor
(*/3)
Flying, vigilance Duelist of the Mind's power is equal to the number of cards you've drawn this turn. Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
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Duelist's Heritage
  ( 3)
Enchantment
Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.
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Duergar Hedge-Mage
  ( 3)
Creature — Dwarf Shaman
(2/2)
When this creature enters, if you control two or more Mountains, you may destroy target artifact. When this creature enters, if you control two or more Plains, you may destroy target enchantment.
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Dunes of the Dead
( 0)
Land — Desert
: Add .
When this land is put into a graveyard from the battlefield, create a 2/2 black Zombie creature token.
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Dungeon of the Mad Mage
( 0)
Dungeon
Yawning Portal — You gain 1 life. (Leads to: Dungeon Level) Dungeon Level — Scry 1. (Leads to: Goblin Bazaar, Twisted Caverns) Goblin Bazaar — Create a Treasure token. (Leads to: Lost Level) Twisted Caverns — Target creature can't attack until your next turn. (Leads to: Lost Level) Lost Level — Scry 2. (Leads to: Runestone Caverns, Muiral's Graveyard) Runestone Caverns — Exile the top two cards of your library. You may play them. (Leads to: Deep Mines) Muiral's Graveyard — Create two 1/1 black Skeleton creature tokens. (Leads to: Deep Mines) Deep Mines — Scry 3. (Leads to: Mad Wizard's Lair) Mad Wizard's Lair — Draw three cards and reveal them. You may cast one of them without paying its mana cost.
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Durnan of the Yawning Portal
  ( 4)
Legendary Creature — Human Warrior
(3/3)
Whenever Durnan attacks, look at the top four cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in any order. For as long as that card remains exiled, you may cast it. That spell has undaunted. (It costs less to cast for each opponent.) Choose a Background (You can have a Background as a second commander.)
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Duskana, the Rage Mother
    ( 5)
Legendary Creature — Bear
(5/5)
When Duskana enters, draw a card for each creature you control with base power and toughness 2/2. Whenever a creature you control with base power and toughness 2/2 attacks, it gets +3/+3 until end of turn.
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Duskborne Skymarcher
 ( 1)
Creature — Vampire Cleric
(1/1)
Flying , : Target attacking Vampire gets +1/+1 until end of turn.
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Duskshell Crawler
  ( 2)
Creature — Insect
(0/3)
When this creature enters, put a +1/+1 counter on target creature. Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Dwarven Scorcher
 ( 1)
Creature — Dwarf
(1/1)
Sacrifice this creature: This creature deals 1 damage to target creature unless that creature's controller has this creature deal 2 damage to them.
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Dwell on the Past
 ( 1)
Sorcery
Target player shuffles up to four target cards from their graveyard into their library.
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Dynaheir, Invoker Adept
    ( 4)
Legendary Creature — Human Wizard
(4/4)
Haste You may activate abilities of other creatures you control as though those creatures had haste. : When you next activate an ability that isn't a mana ability this turn by spending four or more mana to activate it, copy that ability. You may choose new targets for the copy.
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