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Cunning Coyote
  ( 2)
Creature — Coyote
(2/2)
Haste When this creature enters, another target creature you control gets +1/+1 and gains haste until end of turn. Plot  (You may pay  and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Cunning Evasion
  ( 2)
Enchantment
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
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Cunning Giant
  ( 6)
Creature — Giant
(4/4)
If this creature is unblocked, you may have it assign its combat damage to a creature defending player controls.
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Cunning Lethemancer
  ( 3)
Creature — Human Wizard
(2/2)
At the beginning of your upkeep, each player discards a card.
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Cunning Nightbonder
  ( 2)
Creature — Human Rogue
(2/2)
Flash Spells with flash you cast cost less to cast and can't be countered.
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Cunning Rhetoric
  ( 3)
Enchantment
Whenever an opponent attacks you and/or one or more planeswalkers you control, exile the top card of that player's library. You may play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast it.
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Cunning Sparkmage
  ( 3)
Creature — Human Shaman
(0/1)
Haste : This creature deals 1 damage to any target.
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Cunning Strike
   ( 5)
Instant
Cunning Strike deals 2 damage to target creature and 2 damage to target player or planeswalker. Draw a card.
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Cunning Survivor
  ( 2)
Creature — Human Warrior
(1/3)
Whenever you cycle or discard a card, this creature gets +1/+0 until end of turn and can't be blocked this turn.
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Cunning Wish
  ( 3)
Instant
You may reveal an instant card you own from outside the game and put it into your hand. Exile Cunning Wish.
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Curator of Sun's Creation
  ( 4)
Creature — Human Artificer
(3/3)
Whenever you discover, discover again for the same value. This ability triggers only once each turn.
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Curious Homunculus
  ( 2)
Creature — Homunculus
(1/1)
: Add . Spend this mana only to cast an instant or sorcery spell.
At the beginning of your upkeep, if there are three or more instant and/or sorcery cards in your graveyard, transform this creature.
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Curse of Bounty
  ( 2)
Enchantment — Aura Curse
Enchant player Whenever enchanted player is attacked, untap all nonland permanents you control. Each opponent attacking that player untaps all nonland permanents they control.
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Curse of Misfortunes
  ( 5)
Enchantment — Aura Curse
Enchant player At the beginning of your upkeep, you may search your library for a Curse card that doesn't have the same name as a Curse attached to enchanted player, put it onto the battlefield attached to that player, then shuffle.
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Curse of the Nightly Hunt
  ( 3)
Enchantment — Aura Curse
Enchant player Creatures enchanted player controls attack each combat if able.
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Curse of Unbinding
  ( 7)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player reveals cards from the top of their library until they reveal a creature card. Put that card onto the battlefield under your control. That player puts the rest of the revealed cards into their graveyard.
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Cursebound Witch
 ( 1)
Creature — — Human Warlock
(1/2)
When Cursebound Witch dies, draft a card from Cursebound Witch's spellbook.
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Daryl, Hunter of Walkers
   ( 4)
Legendary Creature — Human Archer
(4/4)
At the beginning of your upkeep, target opponent creates three Walker tokens. : Daryl deals 2 damage to target creature.
Whenever a Zombie an opponent controls dies, draw a card.
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Daunting Defender
  ( 5)
Creature — Human Cleric
(3/3)
If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.
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Dauntless Aven
  ( 3)
Creature — Bird Warrior
(2/1)
Flying Whenever this creature attacks, untap target creature you control.
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Dauntless Avenger
( 0)
Creature — Human Soldier
(3/2)
Whenever this creature attacks, return target creature card with mana value 2 or less from your graveyard to the battlefield tapped and attacking.
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Dauntless Bodyguard
 ( 1)
Creature — Human Knight
(2/1)
As this creature enters, choose another creature you control. Sacrifice this creature: The chosen creature gains indestructible until end of turn.
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Dauntless Cathar
  ( 3)
Creature — Human Soldier
(3/2)
 , Exile this card from your graveyard: Create a 1/1 white Spirit creature token with flying. Activate only as a sorcery.
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Dauntless Dismantler
  ( 2)
Creature — Human Artificer
(1/4)
Artifacts your opponents control enter tapped.   , Sacrifice this creature: Destroy each artifact with mana value X.
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Dauntless Dourbark
  ( 4)
Creature — Treefolk Warrior
(*/*)
Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control. This creature has trample as long as you control another Treefolk.
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Dauntless Escort
   ( 3)
Creature — Rhino Soldier
(3/3)
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
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Dauntless River Marshal
  ( 2)
Creature — Human Soldier
(2/1)
This creature gets +1/+1 as long as you control an Island.  : Tap target creature.
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Dauntless Survivor
  ( 2)
Creature — Human Warrior
(1/1)
When this creature enters, put a +1/+1 counter on target creature.
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Dauntless Veteran
   ( 3)
Creature — Human Soldier
(2/2)
Whenever this creature attacks, creatures you control get +1/+1 until end of turn.
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Daxos, Blessed by the Sun
  ( 2)
Legendary Enchantment Creature — Demigod
(2/*)
Daxos's toughness is equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.) Whenever another creature you control enters or dies, you gain 1 life.
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Day's Undoing
  ( 3)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Dead Before Sunrise
  ( 4)
Instant
Until end of turn, outlaw creatures you control get +1/+0 and gain " : This creature deals damage equal to its power to target creature." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
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Defiant Thundermaw
( 0)
Creature — Dragon
(4/4)
Flying, trample Whenever a Dragon you control attacks, it deals 2 damage to any target.
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Deliver Unto Evil
  ( 3)
Sorcery
Choose up to four target cards in your graveyard. If you control a Bolas planeswalker, return those cards to your hand. Otherwise, an opponent chooses two of them. Leave the chosen cards in your graveyard and put the rest into your hand. Exile Deliver Unto Evil.
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Demonic Counsel
  ( 2)
Sorcery
Search your library for a Demon card, reveal it, put it into your hand, then shuffle. Delirium — If there are four or more card types among cards in your graveyard, instead search your library for any card, put it into your hand, then shuffle.
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Demonic Junker
  ( 7)
Artifact — Vehicle
(4/3)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) When this Vehicle enters, for each player, destroy up to one target creature that player controls. If a creature you controlled was destroyed this way, put two +1/+1 counters on this Vehicle. Crew 2
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Desperate Lunge
  ( 2)
Instant
Target creature gets +2/+2 and gains flying until end of turn. You gain 2 life.
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Devils' Playground
   ( 6)
Sorcery
Create four 1/1 red Devil creature tokens. They have "When this token dies, it deals 1 damage to any target."
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Dhund Operative
  ( 2)
Creature — Human Rogue
(2/2)
As long as you control an artifact, this creature gets +1/+0 and has deathtouch.
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Dinosaur Hunter
  ( 2)
Creature — Human Pirate
(2/2)
Whenever this creature deals damage to a Dinosaur, destroy that creature.
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Diplomatic Immunity
  ( 2)
Enchantment — Aura
Enchant creature Shroud (A permanent with shroud can't be the target of spells or abilities.) Enchanted creature has shroud.
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Dire Blunderbuss
( 0)
Artifact — Equipment
Equipped creature gets +3/+0 and has "Whenever this creature attacks, you may sacrifice an artifact other than Dire Blunderbuss. When you do, this creature deals damage equal to its power to target creature." Equip 
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Dire Undercurrents
   ( 5)
Enchantment
Whenever a blue creature you control enters, you may have target player draw a card. Whenever a black creature you control enters, you may have target player discard a card.
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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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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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Djeru's Renunciation
  ( 2)
Instant
Tap up to two target creatures. Cycling ( , Discard this card: Draw a card.)
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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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Dogged Hunter
  ( 3)
Creature — Human Nomad
(1/1)
: Destroy target creature token.
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Don't Make a Sound
  ( 2)
Instant
Counter target spell unless its controller pays . If they do, 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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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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Drag Under
  ( 3)
Sorcery
Return target creature to its owner's hand. Draw a card.
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Dragon Hunter
 ( 1)
Creature — Human Warrior
(2/1)
Protection from Dragons This creature can block Dragons as though it had reach.
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Dreadhound
   ( 6)
Creature — Demon Dog
(6/6)
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.) Whenever a creature dies or a creature card is put into a graveyard from a library, each opponent loses 1 life.
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Drumhunter
  ( 4)
Creature — Human Druid Warrior
(2/2)
At the beginning of your end step, if you control a creature with power 5 or greater, you may draw a card. : Add .
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Drunau Corpse Trawler
  ( 4)
Creature — Zombie
(1/1)
When this creature enters, create a 2/2 black Zombie creature token.  : Target Zombie gains deathtouch until end of turn.
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Dueling Grounds
   ( 3)
Enchantment
No more than one creature can attack each combat. No more than one creature can block each combat.
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Dune Chanter
  ( 3)
Creature — Plant Druid
(2/3)
Reach Lands you control and land cards you own that aren't on the battlefield are Deserts in addition to their other types. Lands you control have " : Add one mana of any color." : Mill two cards. You gain 1 life for each land card milled this way.
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Dune Diviner
  ( 3)
Creature — Snake Cleric
(2/3)
, Tap an untapped Desert you control: You gain 1 life.
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Dune Drifter
   ( 2)
Artifact — Vehicle
(3/3)
When this Vehicle enters, return target artifact or creature card with mana value X or less from your graveyard to the battlefield. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Dune Mover
 ( 2)
Artifact Creature — Phyrexian Golem
(2/1)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
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Duneblast
    ( 7)
Sorcery
Choose up to one creature. Destroy the rest.
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Dune-Brood Nephilim
    ( 4)
Creature — Nephilim
(3/3)
Whenever this creature deals combat damage to a player, create a 1/1 colorless Sand creature token for each land you control.
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Dunerider Outlaw
  ( 2)
Creature — Human Rebel Rogue
(1/1)
Protection from green At the beginning of each end step, if this creature dealt damage to an opponent this turn, put a +1/+1 counter on it.
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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 Crawler
 ( 1)
Creature — Zombie
(2/1)
This creature enters tapped. Whenever you complete a dungeon, you may return this card from your graveyard to your hand.
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Dungeon Delver
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have "Room abilities of dungeons you own trigger an additional time."
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Dungeon Descent
( 0)
Land
This land enters tapped. : Add .
, , Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
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Dungeon Geists
   ( 4)
Creature — Spirit
(3/3)
Flying When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control this creature.
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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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Dungeon Shade
  ( 4)
Creature — Shade Spirit
(1/1)
Flying : This creature gets +1/+1 until end of turn.
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Dungeoneer's Pack
 ( 3)
Artifact
This artifact enters tapped. , , Sacrifice this artifact: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with " , Sacrifice this token: Add one mana of any color.")
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Dungrove Elder
  ( 3)
Creature — Treefolk
(*/*)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dungrove Elder's power and toughness are each equal to the number of Forests you control.
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Dunland Crebain
  ( 3)
Creature — Bird Horror
(1/1)
Flying When this creature enters, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Duskhunter Bat
  ( 2)
Creature — Bat
(1/1)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.) Flying
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Duty-Bound Dead
 ( 1)
Creature — Skeleton
(0/2)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)  : Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Dwarven Grunt
 ( 1)
Creature — Dwarf
(1/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Eidolon of Countless Battles
   ( 3)
Enchantment Creature — Spirit
(0/0)
Bestow   (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) This creature and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.
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Ekundu Cyclops
  ( 4)
Creature — Cyclops
(3/4)
If a creature you control attacks, this creature also attacks if able.
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Eldritch Immunity
 ( 1)
Kindred Instant — Eldrazi
Target creature you control gains protection from each color until end of turn. Overload  (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Grand Entryway // Elegant Rotunda (Elegant Rotunda)
  ( 3)
Enchantment — Room
When you unlock this door, put a +1/+1 counter on each of up to two target creatures. (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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Elrond of the White Council
   ( 5)
Legendary Creature — Elf Noble
(3/3)
Secret council — When Elrond enters, each player secretly votes for fellowship or aid, then those votes are revealed. For each fellowship vote, the voter chooses a creature they control. You gain control of each creature chosen this way, and they gain "This creature can't attack its owner." Then for each aid vote, put a +1/+1 counter on each creature you control.
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Elspeth, Sun's Champion
   ( 6)
Legendary Planeswalker — Elspeth
(4)
+1: Create three 1/1 white Soldier creature tokens. −3: Destroy all creatures with power 4 or greater. −7: You get an emblem with "Creatures you control get +2/+2 and have flying."
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Elspeth, Sun's Nemesis
   ( 4)
Legendary Planeswalker — Elspeth
(5)
−1: Up to two target creatures you control each get +2/+1 until end of turn. −2: Create two 1/1 white Human Soldier creature tokens. −3: You gain 5 life. Escape—  , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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Elspeth, Undaunted Hero
    ( 5)
Legendary Planeswalker — Elspeth
(5)
+2: Put a +1/+1 counter on each of up to two target creatures. −2: Search your library and/or graveyard for a card named Sunlit Hoplite and put it onto the battlefield. If you search your library this way, shuffle. −8: Until end of turn, creatures you control gain flying and get +X/+X, where X is your devotion to white.
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