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Dash Hopes
  ( 2)
Instant
When you cast this spell, any player may pay 5 life. If a player does, counter Dash Hopes. Counter target spell.
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Dauthi Mindripper
  ( 4)
Creature — Dauthi Minion
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever this creature attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.
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Dauthi Trapper
  ( 3)
Creature — Dauthi Minion
(1/1)
: Target creature gains shadow until end of turn. <I>(It can block or be blocked by only creatures with shadow.)</I>
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D'Avenant Trapper
  ( 3)
Creature — Human Archer
(3/2)
Whenever you cast a historic spell, tap target creature an opponent controls. (Artifacts, legendaries, and Sagas are historic.)
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Dawn of Hope
  ( 2)
Enchantment
Whenever you gain life, you may pay . If you do, draw a card.  : Create a 1/1 white Soldier creature token with lifelink.
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Dawnhart Disciple
  ( 2)
Creature — Human Warlock
(2/2)
Whenever another Human you control enters, this creature gets +1/+1 until end of turn.
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Dawning Purist
  ( 3)
Creature — Human Cleric
(2/2)
Whenever this creature deals combat damage to a player, you may destroy target enchantment that player controls. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Dawnstrike Paladin
   ( 5)
Creature — Human Knight
(2/4)
Vigilance (Attacking doesn't cause this creature to tap.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Daybreak Chaplain
  ( 2)
Creature — Human Cleric
(1/3)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Dazzling Sphinx
   ( 5)
Creature — Sphinx
(4/5)
Flying Whenever this creature deals combat damage to a player, that player exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then that player puts the exiled cards that weren't cast this way on the bottom of their library in a random order.
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Dazzling Theater // Prop Room (Dazzling Theater)
  ( 4)
Enchantment — Room
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.) (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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Dead Drop
  ( 10)
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .) Target player sacrifices two creatures of their choice.
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Deadapult
  ( 3)
Enchantment
, Sacrifice a Zombie: This enchantment deals 2 damage to any target.
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Deadeye Harpooner
  ( 3)
Creature — Dwarf Warrior
(2/2)
Revolt — When this creature enters, if a permanent left the battlefield under your control this turn, destroy target tapped creature an opponent controls.
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Deadlock Trap
 ( 3)
Artifact
This artifact enters tapped. When this artifact enters, you get  (two energy counters). , Pay : Tap target creature or planeswalker. Its activated abilities can't be activated this turn.
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Deadly Complication
   ( 3)
Sorcery
Choose one or both — • Destroy target creature. • Put a +1/+1 counter on target suspected creature you control. You may have it become no longer suspected.
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Deadly Cover-Up
   ( 5)
Sorcery
As an additional cost to cast this spell, you may collect evidence 6. Destroy all creatures. If evidence was collected, exile a card from an opponent's graveyard. Then search its owner's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
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Deadly Dispute
  ( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Deadly Plot
  ( 4)
Instant
Choose one — • Destroy target creature or planeswalker. • Return target Zombie creature card from your graveyard to the battlefield tapped.
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Deadly Poison Sampler
( 0)
Artifact — Contraption
Whenever you crank this Contraption, until end of turn, target creature gains "Whenever this creature deals combat damage to a player, destroy target creature that player controls."
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Deadly Riposte
  ( 2)
Instant
Deadly Riposte deals 3 damage to target tapped creature and you gain 2 life.
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Deadly Tempest
   ( 6)
Sorcery
Destroy all creatures. Each player loses life equal to the number of creatures they controlled that were destroyed this way.
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Dearly Departed
   ( 6)
Creature — Spirit
(5/5)
Flying As long as this creature is in your graveyard, each Human creature you control enters with an additional +1/+1 counter on it.
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Death Grasp
   ( 2)
Sorcery
Death Grasp deals X damage to any target. You gain X life.
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Death Pit Offering
   ( 4)
Enchantment
When this enchantment enters, sacrifice all creatures you control. Creatures you control get +2/+2.
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Death Pits of Rath
   ( 5)
Enchantment
Whenever a creature is dealt damage, destroy it. It can't be regenerated.
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Death Spark
 ( 1)
Instant
Death Spark deals 1 damage to any target. At the beginning of your upkeep, if this card is in your graveyard with a creature card directly above it, you may pay . If you do, return this card to your hand.
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Deathbonnet Sprout
 ( 1)
Creature — Fungus
(1/1)
At the beginning of your upkeep, mill a card. Then if there are three or more creature cards in your graveyard, transform this creature. (To mill a card, put the top card of your library into your graveyard.)
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Deathcap Cultivator
  ( 2)
Creature — Human Druid
(2/1)
: Add or .
Delirium — This creature has deathtouch as long as there are four or more card types among cards in your graveyard.
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Deathcap Glade
( 0)
Land
This land enters tapped unless you control two or more other lands. : Add or .
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Deathcap Marionette
  ( 2)
Creature — Fungus
(1/1)
Deathtouch When this creature enters, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
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Death-Greeter's Champion
  ( 3)
Creature — Human Warrior
(2/1)
Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.) Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Double strike
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Deathgrip
  ( 2)
Enchantment
 : Counter target green spell.
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Deathleaper, Terror Weapon
   ( 4)
Legendary Creature — Tyranid
(3/3)
Flash Haste Flesh Hooks — Creatures you control that entered this turn have double strike.
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Deathless Pilot
  ( 2)
Creature — Zombie Pilot
(2/2)
This creature saddles Mounts and crews Vehicles as though its power were 2 greater.  : Return this card from your graveyard to your hand.
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Death-Mask Duplicant
 ( 7)
Artifact Creature — Shapeshifter
(5/5)
Imprint — : Exile target creature card from your graveyard. As long as a card exiled with this creature has flying, this creature has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample.
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Deathmist Raptor
   ( 3)
Creature — Dinosaur Beast
(3/3)
Deathtouch Whenever a permanent you control is turned face up, you may return this card from your graveyard to the battlefield face up or face down. 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.)
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Death-Priest of Myrkul
   ( 4)
Creature — Tiefling Cleric
(2/2)
Skeletons, Vampires, and Zombies you control get +1/+1. At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 1/1 black Skeleton creature token.
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Deathreap Ritual
   ( 4)
Enchantment
Morbid — At the beginning of each end step, if a creature died this turn, you may draw a card.
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Death's Approach
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -X/-X, where X is the number of creature cards in its controller's graveyard.
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Death's Presence
  ( 6)
Enchantment
Whenever a creature you control dies, put X +1/+1 counters on target creature you control, where X is the power of the creature that died.
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Deathspore Thallid
  ( 2)
Creature — Zombie Fungus
(1/1)
At the beginning of your upkeep, put a spore counter on this creature. Remove three spore counters from this creature: Create a 1/1 green Saproling creature token. Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.
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Deathsprout
    ( 4)
Instant
Destroy target creature. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Debtor's Pulpit
  ( 5)
Enchantment — Aura
Enchant land Enchanted land has " : Tap target creature."
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Debtors' Transport
  ( 6)
Creature — Thrull
(5/3)
Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
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Decadent Dragon
   ( 4)
Creature — Dragon
(4/4)
Flying, trample Whenever this creature attacks, create a Treasure token.
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Decaying Time Loop
  ( 4)
Instant
Discard all the cards in your hand, then draw that many cards. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Deception
  ( 3)
Sorcery
Target opponent discards two cards.
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Deceptive Frostkite
  ( 2)
Creature — Dragon
(1/1)
Flying You may have this creature enter as a copy of a creature you control with power 4 or greater, except it's a Dragon in addition to its other types and it has flying.
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Decimator of the Provinces
 ( 10)
Creature — Eldrazi Boar
(7/7)
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, creatures you control get +2/+2 and gain trample until end of turn. Trample, haste
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Decision Paralysis
  ( 4)
Instant
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
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Decompose
  ( 2)
Sorcery
Exile up to three target cards from a single graveyard.
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Decomposition
  ( 2)
Enchantment — Aura
Enchant black creature Enchanted creature has "Cumulative upkeep—Pay 1 life." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.) When enchanted creature dies, its controller loses 2 life.
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Decorated Champion
  ( 2)
Creature — Elf Warrior
(2/2)
Whenever another Warrior your team controls enters, put a +1/+1 counter on this creature.
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Deep Analysis
  ( 4)
Sorcery
Target player draws two cards. Flashback— , Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Deep Forest Hermit
   ( 5)
Creature — Elf Druid
(1/1)
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this creature enters, create four 1/1 green Squirrel creature tokens. Squirrels you control get +1/+1.
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Deep Freeze
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
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Deep Gnome Terramancer
  ( 2)
Creature — Gnome Wizard
(2/2)
Flash Mold Earth — Whenever one or more lands enter under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle. Do this only once each turn.
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Deep Goblin Skulltaker
  ( 3)
Creature — Goblin Warrior
(2/2)
Menace At the beginning of your end step, if you descended this turn, put a +1/+1 counter on this creature. (You descended if a permanent card was put into your graveyard from anywhere.)
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Deep Reconnaissance
  ( 3)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Deep Spawn
    ( 8)
Creature — Homarid
(6/6)
Trample At the beginning of your upkeep, sacrifice this creature unless you mill two cards. : This creature gains shroud until end of turn and doesn't untap during your next untap step. Tap this creature. (A creature with shroud can't be the target of spells or abilities.)
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Deep Water
  ( 2)
Enchantment
: Until end of turn, if you tap a land you control for mana, it produces instead of any other type.
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Deep Wood
  ( 2)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Prevent all damage that would be dealt to you this turn by attacking creatures.
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Deep-Cavern Bat
  ( 2)
Creature — Bat
(1/1)
Flying, lifelink When this creature enters, look at target opponent's hand. You may exile a nonland card from it until this creature leaves the battlefield.
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Deepcavern Imp
  ( 3)
Creature — Imp Rebel
(2/2)
Flying, haste Echo—Discard a card. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Deepchannel Mentor
  ( 6)
Creature — Merfolk Rogue
(2/2)
Blue creatures you control can't be blocked.
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Deepfathom Echo
   ( 4)
Creature — Merfolk Spirit
(4/4)
At the beginning of combat on your turn, this creature explores. Then you may have it become a copy of another creature you control until end of turn. (To have this creature explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Deepfathom Skulker
  ( 6)
Creature — Eldrazi
(4/4)
Devoid (This card has no color.) Whenever a creature you control deals combat damage to a player, you may draw a card.  : Target creature can't be blocked this turn. ( represents colorless mana.)
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Deep-Fried Plague Myr
( 0)
Stickers
2 — Whenever this creature attacks, scry 1. 3 — When this permanent leaves the battlefield, you may destroy target artifact or enchantment. 3 — 4/5 4 — 8/4
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Deepglow Skate
  ( 5)
Creature — Fish
(3/3)
When this creature enters, double the number of each kind of counter on any number of target permanents.
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Deepmuck Desperado
  ( 3)
Creature — Homarid Mercenary
(2/4)
Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Deeproot Champion
  ( 2)
Creature — Merfolk Shaman
(1/1)
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
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Deeproot Elite
  ( 2)
Creature — Merfolk Warrior
(1/1)
Whenever another Merfolk you control enters, put a +1/+1 counter on target Merfolk you control.
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Deeproot Historian
  ( 4)
Creature — Merfolk Druid
(3/3)
Merfolk and Druid cards in your graveyard have retrace. (You may cast cards with retrace from your graveyard by discarding a land card in addition to paying their other costs.)
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Deeproot Pilgrimage
  ( 2)
Enchantment
Whenever one or more nontoken Merfolk you control become tapped, create a 1/1 blue Merfolk creature token with hexproof.
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Deeproot Warrior
  ( 2)
Creature — Merfolk Warrior
(2/2)
Whenever this creature becomes blocked, it gets +1/+1 until end of turn.
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Deeproot Waters
  ( 3)
Enchantment
Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Deeproot Wayfinder
  ( 2)
Creature — Merfolk Scout
(2/3)
Whenever this creature deals combat damage to a player or battle, surveil 1, then you may return a land card from your graveyard to the battlefield tapped. (To surveil 1, look at the top card of your library. You may put that card into your graveyard.)
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Deep-Sea Serpent
   ( 6)
Creature — Serpent
(5/5)
This creature can't attack unless defending player controls an Island.
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Deep-Sea Terror
   ( 6)
Creature — Serpent
(6/6)
This creature can't attack unless there are seven or more cards in your graveyard.
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Deep-Slumber Titan
   ( 4)
Creature — Giant Warrior
(7/7)
This creature enters tapped. This creature doesn't untap during your untap step. Whenever this creature is dealt damage, untap it.
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Deeptread Merrow
  ( 2)
Creature — Merfolk Rogue
(2/1)
: This creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
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Deepwater Hypnotist
  ( 2)
Creature — Merfolk Wizard
(2/1)
Inspired — Whenever this creature becomes untapped, target creature an opponent controls gets -3/-0 until end of turn.
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Deepwood Drummer
  ( 2)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Target creature gets +2/+2 until end of turn.
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Deepwood Ghoul
  ( 3)
Creature — Zombie
(2/1)
Pay 2 life: Regenerate this creature.
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Deepwood Legate
  ( 4)
Creature — Shade
(1/1)
If an opponent controls a Forest and you control a Swamp, you may cast this spell without paying its mana cost. : This creature gets +1/+1 until end of turn.
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Deepwood Tantiv
  ( 5)
Creature — Beast
(2/4)
Whenever this creature becomes blocked, you gain 2 life.
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Deepwood Wolverine
 ( 1)
Creature — Wolverine
(1/1)
Whenever this creature becomes blocked, it gets +2/+0 until end of turn.
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