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Dampening Pulse
  ( 4)
Enchantment
Creatures your opponents control get -1/-0.
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Damping Engine
 ( 4)
Artifact
A player who controls more permanents than each other player can't play lands or cast artifact, creature, or enchantment spells. That player may sacrifice a permanent for that player to ignore this effect until end of turn.
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Damping Field
  ( 3)
Enchantment
Players can't untap more than one artifact during their untap steps.
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Damping Matrix
 ( 3)
Artifact
Activated abilities of artifacts and creatures can't be activated unless they're mana abilities.
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Damping Sphere
 ( 2)
Artifact
If a land is tapped for two or more mana, it produces instead of any other type and amount. Each spell a player casts costs more to cast for each other spell that player has cast this turn.
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Dance of Many
  ( 2)
Enchantment
When Dance of Many enters the battlefield, create a token that's a copy of target nontoken creature. When Dance of Many leaves the battlefield, exile the token. When the token leaves the battlefield, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay  .
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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 Dead
  ( 2)
Enchantment — Aura
Enchant creature card in a graveyard When Dance of the Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Dance of the Dead." Put enchanted creature card onto the battlefield tapped under your control and attach Dance of the Dead to it. When Dance of the Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay  . If the player does, untap that creature.
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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 with Devils
  ( 4)
Instant
Create two 1/1 red Devil creature tokens. They have "When this creature dies, it deals 1 damage to any target."
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Dance, Pathetic Marionette
( 0)
Scheme
When you set this scheme in motion, each opponent reveals cards from the top of their library until they reveal a creature card. Choose one of the revealed creature cards and put it onto the battlefield under your control. Put all other cards revealed this way into their owners' graveyards.
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Dancing Scimitar
 ( 4)
Artifact Creature — Spirit
(1/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Dandân
  ( 2)
Creature — Fish
(4/1)
Dandân can't attack unless defending player controls an Island. When you control no Islands, sacrifice Dandân.
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Armed // Dangerous (Dangerous)
  ( 4)
Sorcery
All creatures able to block target creature this turn do so. Fuse (You may cast one or both halves of this card from your hand.)
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Danitha Capashen, Paragon
  ( 3)
Legendary Creature — Human Knight
(2/2)
First strike, vigilance, lifelink Aura and Equipment spells you cast cost less to cast.
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Daraja Griffin
  ( 4)
Creature — Griffin
(2/2)
Flying Sacrifice Daraja Griffin: Destroy target black creature.
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Darba
  ( 4)
Creature — Bird Beast
(5/4)
At the beginning of your upkeep, sacrifice Darba unless you pay  .
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Daredevil Dragster
 ( 3)
Artifact — Vehicle
(4/4)
At end of combat, if Daredevil Dragster attacked or blocked this combat, put a velocity counter on it. Then if it has two or more velocity counters on it, sacrifice it and draw two cards. 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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Daretti, Ingenious Iconoclast
   ( 3)
Legendary Planeswalker — Daretti
(3)
+1: Create a 1/1 colorless Construct artifact creature token with defender. −1: You may sacrifice an artifact. If you do, destroy target artifact or creature. −6: Choose target artifact card in a graveyard or artifact on the battlefield. Create three tokens that are copies of it.
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Daretti, Scrap Savant
  ( 4)
Legendary Planeswalker — Daretti
(3)
+2: Discard up to two cards, then draw that many cards. −2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield. −10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step." Daretti, Scrap Savant can be your commander.
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Darien, King of Kjeldor
   ( 6)
Legendary Creature — Human Soldier
(3/3)
Whenever you're dealt damage, you may create that many 1/1 white Soldier creature tokens.
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Darigaaz Reincarnated
    ( 7)
Legendary Creature — Dragon
(7/7)
Flying, trample, haste If Darigaaz Reincarnated would die, instead exile it with three egg counters on it. At the beginning of your upkeep, if Darigaaz is exiled with an egg counter on it, remove an egg counter from it. Then if Darigaaz has no egg counters on it, return it to the battlefield.
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Darigaaz, the Igniter
    ( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Darigaaz, the Igniter deals combat damage to a player, you may pay  . If you do, choose a color, then that player reveals their hand and Darigaaz deals damage to the player equal to the number of cards of that color revealed this way.
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Darigaaz's Charm
   ( 3)
Instant
Choose one — • Return target creature card from your graveyard to your hand. • Darigaaz's Charm deals 3 damage to any target. • Target creature gets +3/+3 until end of turn.
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Daring Apprentice
   ( 3)
Creature — Human Wizard
(1/1)
, Sacrifice Daring Apprentice: Counter target spell.
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Daring Archaeologist
  ( 4)
Creature — Human Artificer
(3/3)
When Daring Archaeologist enters the battlefield, you may return target artifact card from your graveyard to your hand. Whenever you cast a historic spell, put a +1/+1 counter on Daring Archaeologist. (Artifacts, legendaries, and Sagas are historic.)
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Daring Buccaneer
 ( 1)
Creature — Human Pirate
(2/2)
As an additional cost to cast this spell, reveal a Pirate card from your hand or pay .
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Daring Leap
   ( 3)
Instant
Target creature gets +1/+1 and gains flying and first strike until end of turn.
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Daring Saboteur
  ( 2)
Creature — Human Pirate
(2/1)
 : Daring Saboteur can't be blocked this turn.
Whenever Daring Saboteur deals combat damage to a player, you may draw a card. If you do, discard a card.
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Daring Skyjek
  ( 2)
Creature — Human Knight
(3/1)
Battalion — Whenever Daring Skyjek and at least two other creatures attack, Daring Skyjek gains flying until end of turn.
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Daring Sleuth
  ( 2)
Creature — Human Rogue
(2/1)
When you sacrifice a Clue, transform Daring Sleuth.
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Daring Thief
  ( 3)
Creature — Human Rogue
(2/3)
Inspired — Whenever Daring Thief becomes untapped, you may exchange control of target nonland permanent you control and target permanent an opponent controls that shares a card type with it.
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Dark Banishing
  ( 3)
Instant
Destroy target nonblack creature. It can't be regenerated.
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Dark Bargain
  ( 4)
Instant
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
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Dark Confidant
  ( 2)
Creature — Human Wizard
(2/1)
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost.
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Dark Dabbling
  ( 3)
Instant
Regenerate target creature. Draw a card. (The next time the creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, also regenerate each other creature you control.
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Dark Deal
  ( 3)
Sorcery
Each player discards all the cards in their hand, then draws that many cards minus one.
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Dark Depths
( 0)
Legendary Snow Land
Dark Depths enters the battlefield with ten ice counters on it. : Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
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Dark Favor
  ( 2)
Enchantment — Aura
Enchant creature When Dark Favor enters the battlefield, you lose 1 life. Enchanted creature gets +3/+1.
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Dark Hatchling
   ( 6)
Creature — Horror
(3/3)
Flying When Dark Hatchling enters the battlefield, destroy target nonblack creature. It can't be regenerated.
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Dark Impostor
  ( 3)
Creature — Vampire Assassin
(2/2)
  : Exile target creature and put a +1/+1 counter on Dark Impostor.
Dark Impostor has all activated abilities of all creature cards exiled with it.
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Dark Inquiry
  ( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
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Dark Intimations
    ( 5)
Sorcery
Each opponent sacrifices a creature or planeswalker, then discards a card. You return a creature or planeswalker card from your graveyard to your hand, then draw a card. When you cast a Bolas planeswalker spell, exile Dark Intimations from your graveyard. That planeswalker enters the battlefield with an additional loyalty counter on it.
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Dark Maze
  ( 5)
Creature — Wall
(4/5)
Defender (This creature can't attack.) : Dark Maze can attack this turn as though it didn't have defender. Exile it at the beginning of the next end step.
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Dark Nourishment
  ( 5)
Instant
Dark Nourishment deals 3 damage to any target. You gain 3 life.
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Dark Offering
   ( 6)
Sorcery
Destroy target nonblack creature. You gain 3 life.
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Dark Petition
   ( 5)
Sorcery
Search your library for a card and put that card into your hand. Then shuffle your library. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, add   .
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Dark Privilege
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature.
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Dark Prophecy
   ( 3)
Enchantment
Whenever a creature you control dies, you draw a card and you lose 1 life.
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Dark Revenant
  ( 4)
Creature — Spirit
(2/2)
Flying When Dark Revenant dies, put it on top of its owner's library.
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Dark Salvation
   ( 1)
Sorcery
Target player creates X 2/2 black Zombie creature tokens, then up to one target creature gets -1/-1 until end of turn for each Zombie that player controls.
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Dark Sphere
 ( 0)
Artifact
, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, prevent half that damage, rounded down.
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Dark Supplicant
 ( 1)
Creature — Human Cleric
(1/1)
, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it onto the battlefield. If you search your library this way, shuffle it.
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Dark Suspicions
   ( 4)
Enchantment
At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand.
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Dark Temper
  ( 3)
Instant
Dark Temper deals 2 damage to target creature. If you control a black permanent, destroy the creature instead.
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Dark Triumph
  ( 5)
Instant
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost. Creatures you control get +2/+0 until end of turn.
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Dark Tutelage
  ( 3)
Enchantment
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost.
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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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Darkblade Agent
   ( 3)
Creature — Human Assassin
(2/3)
As long as you've surveilled this turn, Darkblade Agent has deathtouch and "Whenever this creature deals combat damage to a player, you draw a card."
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Darkblast
 ( 1)
Instant
Target creature gets -1/-1 until end of turn. Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
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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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Darkheart Sliver
  ( 2)
Creature — Sliver
(2/2)
All Slivers have "Sacrifice this permanent: You gain 3 life."
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Darkling Stalker
  ( 4)
Creature — Shade Spirit
(1/1)
: Regenerate Darkling Stalker.
: Darkling Stalker gets +1/+1 until end of turn.
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Darklit Gargoyle
  ( 2)
Artifact Creature — Gargoyle
(1/2)
Flying : Darklit Gargoyle gets +2/-1 until end of turn.
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Darkness
 ( 1)
Instant
Prevent all combat damage that would be dealt this turn.
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Darkpact
   ( 3)
Sorcery
Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top card of your library.
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Darkslick Drake
   ( 4)
Creature — Drake
(2/4)
Flying When Darkslick Drake dies, draw a card.
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Darkslick Shores
( 0)
Land
Darkslick Shores enters the battlefield tapped unless you control two or fewer other lands. : Add or .
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Darksteel Axe
 ( 1)
Artifact — Equipment
Indestructible (Effects that say "destroy" don't destroy this artifact.) Equipped creature gets +2/+0. Equip 
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Darksteel Brute
 ( 2)
Artifact
Indestructible (Damage and effects that say "destroy" don't destroy this artifact.) : Darksteel Brute becomes a 2/2 Beast artifact creature until end of turn.
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Darksteel Colossus
 ( 11)
Artifact Creature — Golem
(11/11)
Trample, indestructible If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
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Darksteel Forge
 ( 9)
Artifact
Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)
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Darksteel Gargoyle
 ( 7)
Artifact Creature — Gargoyle
(3/3)
Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
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Darksteel Garrison
 ( 2)
Artifact — Fortification
Fortified land has indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify ( : Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
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Darksteel Juggernaut
 ( 5)
Artifact Creature — Juggernaut
(*/*)
Indestructible Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control. Darksteel Juggernaut attacks each combat if able.
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Darksteel Mutation
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
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Darksteel Myr
 ( 3)
Artifact Creature — Myr
(0/1)
Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Darksteel Pendant
 ( 2)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) , : Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Darksteel Plate
 ( 3)
Artifact — Equipment
Indestructible Equipped creature has indestructible. Equip 
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Darksteel Reactor
 ( 4)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor. When Darksteel Reactor has twenty or more charge counters on it, you win the game.
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Darksteel Relic
 ( 0)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.)
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Darksteel Sentinel
 ( 6)
Artifact Creature — Golem
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Vigilance Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Darkthicket Wolf
  ( 2)
Creature — Wolf
(2/2)
 : Darkthicket Wolf gets +2/+2 until end of turn. Activate this ability 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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Darting Merfolk
  ( 2)
Creature — Merfolk
(1/1)
: Return Darting Merfolk to its owner's hand.
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Daru Cavalier
  ( 4)
Creature — Human Soldier
(2/2)
First strike When Daru Cavalier enters the battlefield, you may search your library for a card named Daru Cavalier, reveal it, and put it into your hand. If you do, shuffle your library.
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Daru Healer
  ( 3)
Creature — Human Cleric
(1/2)
: Prevent the next 1 damage that would be dealt to any target this turn.
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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