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Drakuseth, Maw of Flames
    ( 7)
Legendary Creature — Dragon
(7/7)
Flying Whenever Drakuseth attacks, it deals 4 damage to any target and 3 damage to each of up to two other targets.
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Drawn from Dreams
   ( 4)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in a random order.
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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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Dread Wanderer
 ( 1)
Creature — Zombie Jackal
(2/1)
This creature enters tapped.  : Return this card from your graveyard to the battlefield. Activate only as a sorcery and only if you have one or fewer cards in hand.
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Dread Warlock
   ( 3)
Creature — Human Wizard Warlock
(2/2)
This creature can't be blocked except by black creatures.
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Dread Wight
   ( 5)
Creature — Zombie
(3/4)
At end of combat, put a paralyzation counter on each creature blocking or blocked by this creature and tap those creatures. Each of those creatures doesn't untap during its controller's untap step for as long as it has a paralyzation counter on it. Each of those creatures gains " : Remove a paralyzation counter from this creature."
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Dreadhorde Twins
  ( 4)
Creature — Zombie Jackal Warrior
(2/2)
When this creature enters, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Zombie tokens you control have trample.
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Dreadmaw's Ire
 ( 1)
Instant
Until end of turn, target attacking creature gets +2/+2 and gains trample and "Whenever this creature deals combat damage to a player, destroy target artifact that player controls."
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Dreadwaters
  ( 4)
Sorcery
Target player mills X cards, where X is the number of lands you control.
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Dreadwing Scavenger
   ( 3)
Creature — Nightmare Bird
(2/2)
Flying Whenever this creature enters or attacks, draw a card, then discard a card. Threshold — This creature gets +1/+1 and has deathtouch as long as there are seven or more cards in your graveyard.
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Dreadwurm
  ( 5)
Creature — Wurm Horror
(5/4)
Landfall — Whenever a land you control enters, this creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Dream Prowler
   ( 4)
Creature — Illusion
(1/5)
This creature can't be blocked as long as it's attacking alone.
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Dream Trawler
     ( 6)
Creature — Sphinx
(3/5)
Flying, lifelink Whenever you draw a card, this creature gets +1/+0 until end of turn. Whenever this creature attacks, draw a card. Discard a card: This creature gains hexproof until end of turn. Tap it.
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Dream Twist
 ( 1)
Instant
Target player mills three cards. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Dreamdew Entrancer
   ( 4)
Creature — Frog Wizard
(3/4)
Reach When this creature enters, tap up to one target creature and put three stun counters on it. If you control that creature, draw two cards.
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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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Dreamtide Whale
  ( 3)
Creature — Whale
(7/5)
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Dreamwinder
  ( 4)
Creature — Serpent
(4/3)
This creature can't attack unless defending player controls an Island. , Sacrifice an Island: Target land becomes an Island until end of turn.
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Dredging Claw
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.) Whenever a creature enters from your graveyard, you may attach this Equipment to it. Equip  ( : Attach to target creature you control. Equip only as a sorcery.)
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Dregs of Sorrow
   ( 5)
Sorcery
Destroy X target nonblack creatures. Draw X cards.
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Dress Down
  ( 2)
Enchantment
Flash When this enchantment enters, draw a card. Creatures lose all abilities. At the beginning of the end step, sacrifice this enchantment.
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Drifting Meadow
( 0)
Land
This land enters tapped. : Add .
Cycling ( , Discard this card: Draw a card.)
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Drillworks Mole
 ( 1)
Artifact Creature — Mole
(1/1)
, : Put a +1/+1 counter on this creature and a +1/+1 counter on up to one target commander creature you control.
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Drinker of Sorrow
  ( 3)
Creature — Horror
(5/3)
This creature can't block. Whenever this creature deals combat damage, sacrifice a permanent.
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Drop Tower (Drop Tower (a))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 2, 3, 6
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Drop Tower (Drop Tower (b))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 2, 4, 6
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Drop Tower (Drop Tower (c))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 2, 5, 6
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Drop Tower (Drop Tower (d))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 3, 4, 6
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Drop Tower (Drop Tower (e))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 3, 5, 6
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Drop Tower (Drop Tower (f))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 4, 5, 6
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Dross Prowler
  ( 3)
Creature — Zombie
(2/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
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Drossclaw
  ( 2)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature attacks, each opponent loses 1 life. Equip 
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Drown in Dreams
   ( 3)
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target player draws X cards. • Target player mills twice X cards.
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Drown in Filth
  ( 2)
Sorcery
Choose target creature. Mill four cards, then that creature gets -1/-1 until end of turn for each land card in your graveyard.
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Drown in Ichor
  ( 2)
Sorcery
Target creature gets -4/-4 until end of turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Drown in Sorrow
   ( 3)
Sorcery
All creatures get -2/-2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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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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Drowned
  ( 2)
Creature — Zombie
(1/1)
: Regenerate this creature.
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Drowned Catacomb
( 0)
Land
This land enters tapped unless you control an Island or a Swamp. : Add or .
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Meat Locker // Drowned Diner (Drowned Diner)
   ( 5)
Enchantment — Room
When you unlock this door, draw three cards, then discard a card. (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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Drowned Rusalka
 ( 1)
Creature — Spirit
(1/1)
, Sacrifice a creature: Discard a card, then draw a card.
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Drowned Secrets
  ( 2)
Enchantment
Whenever you cast a blue spell, target player mills two cards.
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Drowner Initiate
 ( 1)
Creature — Merfolk Wizard
(1/1)
Whenever a player casts a blue spell, you may pay . If you do, target player mills two cards.
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Drowner of Hope
  ( 6)
Creature — Eldrazi
(5/5)
Devoid (This card has no color.) When this creature enters, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ." Sacrifice an Eldrazi Scion: Tap target creature.
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Drowner of Secrets
  ( 3)
Creature — Merfolk Wizard
(1/3)
Tap an untapped Merfolk you control: Target player mills a card.
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Drowner of Truth
   ( 7)
Creature — Eldrazi
(7/6)
Devoid (This card has no color.) When you cast this spell, if was spent to cast it, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add ."
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Drownyard Amalgam
  ( 5)
Creature — Zombie Horror
(3/6)
When this creature enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)  : This creature can't be blocked this turn.
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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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Drownyard Explorers
  ( 4)
Creature — Human Wizard
(2/4)
When this creature enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Drownyard Temple
( 0)
Land
: Add .
: Return this card from your graveyard to the battlefield tapped.
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Drowsing Tyrannodon
  ( 2)
Creature — Dinosaur
(3/3)
Defender (This creature can't attack.) As long as you control a creature with power 4 or greater, this creature can attack as though it didn't have defender.
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Drumbellower
  ( 3)
Creature — Spirit
(2/1)
Flying Untap all creatures you control during each other player's untap step.
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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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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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Duct Crawler
 ( 1)
Creature — Insect
(1/1)
 : Target creature can't block this creature this turn.
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Dukhara Peafowl
 ( 4)
Artifact Creature — Bird
(2/4)
: This creature gains flying until end of turn.
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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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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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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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Duskdale Wurm
   ( 7)
Creature — Wurm
(7/7)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Duskmantle Prowler
  ( 4)
Creature — Vampire Rogue
(2/2)
Haste (This creature can attack and as soon as it comes under your control.) Exalted (Whenever a creature you control attacks alone, that creature 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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Duskwatch Recruiter
  ( 2)
Creature — Human Warrior Werewolf
(2/2)
 : Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Duskwielder
 ( 1)
Creature — Elf Berserker
(1/2)
Boast — : Target opponent loses 1 life and you gain 1 life. (Activate only if this creature attacked this turn and only once each turn.)
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Duskworker
 ( 4)
Artifact Creature — Construct
(2/2)
Whenever this creature becomes blocked, regenerate it. : This creature gets +1/+0 until end of turn.
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Dwarfhold Champion
  ( 2)
Creature — Dwarf Warrior
(3/1)
As long as this creature is equipped, it gets +0/+2.
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Dwarven Armorer
 ( 1)
Creature — Dwarf
(0/2)
, , Discard a card: Put a +0/+1 counter or a +1/+0 counter on target creature.
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Dwarven Armory
   ( 4)
Enchantment
, Sacrifice a land: Put a +2/+2 counter on target creature. Activate only during any upkeep step.
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Dwarven Berserker
  ( 2)
Creature — Dwarf Berserker
(1/1)
Whenever this creature becomes blocked, it gets +3/+0 and gains trample until end of turn.
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Dwarven Bloodboiler
   ( 3)
Creature — Dwarf
(2/2)
Tap an untapped Dwarf you control: Target creature gets +2/+0 until end of turn.
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Dwarven Catapult
  ( 1)
Instant
Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls.
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Dwarven Confluencer (playtest)
  ( 3)
Creature — — Dwarf
(1/1)
: Destroy target nontoken land. Its controller creates a Mana Confluence token. (It's a land with " , Pay 1 life: Add one mana of any color.")
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Dwarven Driller
  ( 4)
Creature — Dwarf
(2/2)
: Destroy target land unless its controller has this creature deal 2 damage to them.
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Dwarven Forge-Chanter
  ( 2)
Creature — Dwarf Wizard
(1/3)
Ward—Pay 2 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2 life.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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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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Dwarven Hammer
  ( 3)
Artifact — Equipment
When this Equipment enters, you may pay . If you do, create a 2/1 red Dwarf Berserker creature token, then attach this Equipment to it. Equipped creature gets +3/+0 and has trample. Equip 
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Dwarven Hold
( 0)
Land
This land enters tapped. You may choose not to untap this land during your untap step. At the beginning of your upkeep, if this land is tapped, put a storage counter on it. , Remove any number of storage counters from this land: Add for each storage counter removed this way.
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Dwarven Lieutenant
  ( 2)
Creature — Dwarf Soldier
(1/2)
 : Target Dwarf creature gets +1/+0 until end of turn.
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Dwarven Lightsmith
  ( 6)
Creature — Dwarf Cleric
(3/4)
Assist (Another player can pay up to of this spell's cost.) When this creature enters, creatures your team controls get +1/+1 until end of turn.
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Dwarven Mine
( 0)
Land — Mountain
( : Add .) This land enters tapped unless you control three or more other Mountains. When this land enters untapped, create a 1/1 red Dwarf creature token.
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Dwarven Nomad
  ( 3)
Creature — Dwarf Nomad
(1/1)
: Target creature with power 2 or less can't be blocked this turn.
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