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Dan Lewis
  ( 2)
Legendary Creature — Human
(2/2)
Noncreature, non-Equipment artifacts you control are Equipment in addition to their other types and have "Equipped creature gets +1/+0" and equip . Doctor's companion (You can have two commanders if the other is the Doctor.)
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Dance of Shadows
   ( 5)
Sorcery — Arcane
Creatures you control get +1/+0 and gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
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Dance of the Skywise
  ( 2)
Instant
Until end of turn, target creature you control becomes a blue Dragon Illusion with base power and toughness 4/4, loses all abilities, and gains flying.
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Dance of the Tumbleweeds
  ( 2)
Sorcery
Spree (Choose one or more additional costs.) + — Search your library for a basic land card or a Desert card, put it onto the battlefield, then shuffle. + — Create an X/X green Elemental creature token, where X is the number of lands you control.
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Dance with Calamity
  ( 8)
Sorcery
Shuffle your library. As many times as you choose, you may exile the top card of your library. If the total mana value of the cards exiled this way is 13 or less, you may cast any number of spells from among those cards without paying their mana costs.
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Dance with Devils
  ( 4)
Instant
Create two 1/1 red Devil creature tokens. They have "When this token dies, it deals 1 damage to any target."
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Dancing Sword
  ( 2)
Artifact — Equipment
Equipped creature gets +2/+1. When equipped creature dies, you may have this Equipment become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment. Equip 
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Danitha, New Benalia's Light
   ( 3)
Legendary Creature — Human Knight
(2/2)
Vigilance, trample, lifelink Once during each of your turns, you may cast an Aura or Equipment spell from your graveyard.
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Dargo, the Shipwrecker
  ( 7)
Legendary Creature — Giant Pirate
(7/5)
As an additional cost to cast this spell, you may sacrifice any number of artifacts and/or creatures. This spell costs less to cast for each permanent sacrificed this way and less to cast for each other artifact or creature you've sacrificed this turn. Trample Partner (You can have two commanders if both have partner.)
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Daring Waverider
   ( 6)
Creature — Otter Wizard
(4/4)
When this creature enters, you may cast target instant or sorcery card with mana value 4 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
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Dark Withering
   ( 6)
Instant
Destroy target nonblack creature. 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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Dark-Dweller Oracle
  ( 2)
Creature — Goblin Shaman
(2/2)
, Sacrifice a creature: Exile the top card of your library. You may play that card this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
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Darkthicket Wolf
  ( 2)
Creature — Wolf
(2/2)
 : This creature gets +2/+2 until end of turn. Activate only once each turn.
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Darkwatch Elves
  ( 3)
Creature — Elf
(2/2)
Protection from black Cycling ( , Discard this card: Draw a card.)
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Dart Throw (Dart Throw (a))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches this Attraction, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice this Attraction, then open an Attraction. Lights — 2, 3, 4, 6
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Dart Throw (Dart Throw (b))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches this Attraction, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice this Attraction, then open an Attraction. Lights — 2, 3, 5, 6
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Dart Throw (Dart Throw (c))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches this Attraction, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice this Attraction, then open an Attraction. Lights — 2, 4, 5, 6
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Dart Throw (Dart Throw (d))
( 0)
Artifact — Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches this Attraction, claim the prize Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice this Attraction, then open an Attraction. Lights — 3, 4, 5, 6
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Daru Warchief
   ( 4)
Creature — Human Soldier
(1/1)
Soldier spells you cast cost less to cast. Soldier creatures you control get +1/+2.
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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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Dauthi Voidwalker
  ( 2)
Creature — Dauthi Rogue
(3/2)
Shadow (This creature can block or be blocked by only creatures with shadow.) If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it. , Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
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Dauthi Warlord
  ( 2)
Creature — Dauthi Soldier
(*/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Warlord's power is equal to the number of creatures on the battlefield with shadow.
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Davriel, Rogue Shadowmage
  ( 3)
Legendary Planeswalker — Davriel
(3)
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, Davriel deals 2 damage to them. −1: Target player discards a card.
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Dusk // Dawn (Dawn)
   ( 5)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Return all creature cards with power 2 or less from your graveyard to your hand.
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Dawn Charm
  ( 2)
Instant
Choose one — • Prevent all combat damage that would be dealt this turn. • Regenerate target creature. • Counter target spell that targets you.
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Dawn Elemental
    ( 4)
Creature — Elemental
(3/3)
Flying Prevent all damage that would be dealt to this creature.
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Dawn Evangel
  ( 3)
Enchantment Creature — Human Cleric
(2/3)
Whenever a creature dies, if an Aura you controlled was attached to it, return target creature card with mana value 2 or less from your graveyard to your hand.
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Dawn of a New Age
  ( 2)
Enchantment
This enchantment enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
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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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Dawn of the Dead
    ( 5)
Enchantment
At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
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Dawn to Dusk
   ( 4)
Sorcery
Choose one or both — • Return target enchantment card from your graveyard to your hand. • Destroy target enchantment.
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Dawnbreak Reclaimer
   ( 6)
Creature — Angel
(5/5)
Flying At the beginning of your end step, choose a creature card in an opponent's graveyard, then that player chooses a creature card in your graveyard. You may return those cards to the battlefield under their owners' control.
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Dawnbringer Charioteers
   ( 4)
Creature — Human Soldier
(2/4)
Flying, lifelink Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
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Dawnbringer Cleric
  ( 2)
Creature — Human Cleric
(1/3)
When this creature enters, choose one — • Cure Wounds — You gain 2 life. • Dispel Magic — Destroy target enchantment. • Gentle Repose — Exile target card from a graveyard.
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Dawnfeather Eagle
  ( 5)
Creature — Bird
(3/3)
Flying When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Dawnfluke
  ( 4)
Creature — Elemental
(0/3)
Flash When this creature enters, prevent the next 3 damage that would be dealt to any target this turn. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Dawnglade Regent
   ( 7)
Creature — Elk
(8/8)
When this creature enters, you become the monarch. As long as you're the monarch, permanents you control have hexproof.
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Dawnglare Invoker
  ( 3)
Creature — Kor Wizard
(2/1)
Flying : Tap all creatures target player controls.
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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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Dawnhart Geist
  ( 2)
Creature — Spirit Warlock
(1/3)
Whenever you cast an enchantment spell, you gain 2 life.
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Dawnhart Mentor
  ( 3)
Creature — Human Warlock
(0/4)
When this creature enters, create a 1/1 white Human creature token. Coven —  : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
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Dawnhart Rejuvenator
  ( 4)
Creature — Human Warlock
(2/4)
When this creature enters, you gain 3 life. : Add one mana of any color.
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Dawnhart Wardens
   ( 3)
Creature — Human Warlock
(3/3)
Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
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Dawning Angel
  ( 5)
Creature — Angel
(3/2)
Flying When this creature enters, you gain 4 life.
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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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Dawnray Archer
  ( 3)
Creature — Human Archer
(1/1)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) , : This creature deals 1 damage to target attacking or blocking creature.
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Dawn's Reflection
  ( 4)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
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Dawn's Truce
  ( 2)
Instant
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
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Dawnstrider
  ( 2)
Creature — Dryad Spellshaper
(1/1)
, , Discard a card: Prevent all combat damage that would be dealt this turn.
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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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Dawntreader Elk
  ( 2)
Creature — Elk
(2/2)
, Sacrifice this creature: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Dawnwing Marshal
  ( 2)
Creature — Cat Soldier
(2/2)
Flying  : Creatures you control get +1/+1 until end of turn.
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Dead of Winter
  ( 3)
Sorcery
All nonsnow creatures get -X/-X until end of turn, where X is the number of snow permanents you control.
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Dead Weight
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-2.
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Deadeye Brawler
   ( 4)
Creature — Human Pirate
(2/4)
Deathtouch Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever this creature deals combat damage to a player, if you have the city's blessing, draw a card.
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Deadly Brew
  ( 2)
Sorcery
Each player sacrifices a creature or planeswalker of their choice. If you sacrificed a permanent this way, you may return another permanent card from your graveyard to your hand.
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Deadly Wanderings
   ( 5)
Enchantment
As long as you control exactly one creature, that creature gets +2/+0 and has deathtouch and lifelink.
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Deadwood Treefolk
  ( 6)
Creature — Treefolk
(3/6)
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 or leaves the battlefield, return another target creature card from your graveyard to your hand.
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Death Ward
 ( 1)
Instant
Regenerate target creature.
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Death Watch
 ( 1)
Enchantment — Aura
Enchant creature When enchanted creature dies, its controller loses life equal to its power and you gain life equal to its toughness.
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Death Wind
  ( 1)
Instant
Target creature gets -X/-X until end of turn.
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Death Wish
   ( 3)
Sorcery
You may put a card you own from outside the game into your hand. You lose half your life, rounded up. Exile Death Wish.
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Deathbellow Raider
  ( 2)
Creature — Minotaur Berserker
(2/3)
This creature attacks each combat if able.  : Regenerate this creature.
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Deathbellow War Cry
    ( 8)
Sorcery
Search your library for up to four Minotaur creature cards with different names, put them onto the battlefield, then shuffle.
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Deathcoil Wurm
   ( 8)
Creature — Wurm
(7/6)
You may have this creature assign its combat damage as though it weren't blocked.
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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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Death's Shadow
 ( 1)
Creature — Avatar
(13/13)
This creature gets -X/-X, where X is your life total.
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Decimator Web
 ( 4)
Artifact
, : Target opponent loses 2 life, gets a poison counter, then mills six cards.
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Deem Worthy
  ( 5)
Instant
Deem Worthy deals 7 damage to target creature. Cycling  ( , Discard this card: Draw a card.) When you cycle this card, you may have it deal 2 damage to target creature.
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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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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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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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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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Defiant Greatmaw
  ( 3)
Creature — Hippo
(4/5)
When this creature enters, put two -1/-1 counters on target creature you control. Whenever you put one or more -1/-1 counters on this creature, remove a -1/-1 counter from another target creature you control.
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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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Deflecting Swat
  ( 3)
Instant
If you control a commander, you may cast this spell without paying its mana cost. You may choose new targets for target spell or ability.
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Delina, Wild Mage
  ( 4)
Legendary Creature — Elf Shaman
(3/2)
Whenever Delina attacks, choose target creature you control, then roll a d20. 1–14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token." 15–20 | Create one of those tokens. You may roll again.
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