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Deep Reconnaissance
  ( 3)
Sorcery
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. 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 Deep Spawn unless you put the top two cards of your library into your graveyard. : Deep Spawn gains shroud until end of turn and doesn't untap during your next untap step. Tap Deep Spawn. (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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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 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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Deepglow Skate
  ( 5)
Creature — Fish
(3/3)
When Deepglow Skate enters the battlefield, double the number of each kind of counter on any number of target permanents.
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Deeproot Champion
  ( 2)
Creature — Merfolk Shaman
(1/1)
Whenever you cast a noncreature spell, put a +1/+1 counter on Deeproot Champion.
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Deeproot Elite
  ( 2)
Creature — Merfolk Warrior
(1/1)
Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on target Merfolk you control.
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Deeproot Warrior
  ( 2)
Creature — Merfolk Warrior
(2/2)
Whenever Deeproot Warrior 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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Deep-Sea Serpent
   ( 6)
Creature — Serpent
(5/5)
Deep-Sea Serpent can't attack unless defending player controls an Island.
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Deep-Sea Terror
   ( 6)
Creature — Serpent
(6/6)
Deep-Sea Terror 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)
Deep-Slumber Titan enters the battlefield tapped. Deep-Slumber Titan doesn't untap during your untap step. Whenever Deep-Slumber Titan is dealt damage, untap it.
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Deeptread Merrow
  ( 2)
Creature — Merfolk Rogue
(2/1)
: Deeptread Merrow 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 Deepwater Hypnotist 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 Deepwood Ghoul.
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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. : Deepwood Legate gets +1/+1 until end of turn.
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Deepwood Tantiv
  ( 5)
Creature — Beast
(2/4)
Whenever Deepwood Tantiv becomes blocked, you gain 2 life.
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Deepwood Wolverine
 ( 1)
Creature — Wolverine
(1/1)
Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn.
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Defang
  ( 2)
Enchantment — Aura
Enchant creature Prevent all damage that would be dealt by enchanted creature.
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Defeat
  ( 2)
Sorcery
Destroy target creature with power 2 or less.
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Defective Detective
  ( 3)
Creature — Human Spy
(2/1)
Defective Detective can't be blocked. When Defective Detective enters the battlefield, a person outside the game looks at target opponent's hand and chooses a card from it. That player reveals that card.
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Defend the Hearth
  ( 2)
Instant
Prevent all combat damage that would be dealt to players this turn.
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Defender en-Vec
  ( 4)
Creature — Human Cleric
(2/4)
Fading 4 (This creature enters the battlefield with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to any target this turn.
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Defender of the Order
  ( 4)
Creature — Human Cleric
(2/4)
Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn.
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Defense Grid
 ( 2)
Artifact
Each spell costs more to cast except during its controller's turn.
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Defense of the Heart
  ( 4)
Enchantment
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to two creature cards, and put those cards onto the battlefield. Then shuffle your library.
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Defensive Formation
 ( 1)
Enchantment
Rather than the attacking player, you assign the combat damage of each creature attacking you. You can divide that creature's combat damage as you choose among any of the creatures blocking it.
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Defensive Maneuvers
  ( 4)
Instant
Creatures of the creature type of your choice get +0/+4 until end of turn.
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Defensive Stance
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -1/+1.
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Defiant Bloodlord
   ( 7)
Creature — Vampire
(4/5)
Flying Whenever you gain life, target opponent loses that much life.
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Defiant Falcon
  ( 2)
Creature — Rebel Bird
(1/1)
Flying , : Search your library for a Rebel permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library.
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Defiant Greatmaw
  ( 3)
Creature — Hippo
(4/5)
When Defiant Greatmaw enters the battlefield, put two -1/-1 counters on target creature you control. Whenever you put one or more -1/-1 counters on Defiant Greatmaw, remove a -1/-1 counter from another target creature you control.
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Defiant Ogre
  ( 6)
Creature — Ogre Warrior
(3/5)
When Defiant Ogre enters the battlefield, choose one — • Put a +1/+1 counter on Defiant Ogre. • Destroy target artifact.
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Defiant Salvager
  ( 3)
Creature — Aetherborn Artificer
(2/2)
Sacrifice an artifact or creature: Put a +1/+1 counter on Defiant Salvager. Activate this ability only any time you could cast a sorcery.
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Defiant Stand
  ( 2)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Target creature gets +1/+3 until end of turn. Untap that creature.
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Defiant Strike
 ( 1)
Instant
Target creature gets +1/+0 until end of turn. Draw a card.
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Defiant Vanguard
  ( 3)
Creature — Human Rebel
(2/2)
When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. , : Search your library for a Rebel permanent card with converted mana cost 4 or less and put it onto the battlefield. Then shuffle your library.
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Defiler of Souls
    ( 6)
Creature — Demon
(5/5)
Flying At the beginning of each player's upkeep, that player sacrifices a monocolored creature.
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Defiling Tears
  ( 3)
Instant
Until end of turn, target creature becomes black, gets +1/-1, and gains " : Regenerate this creature."
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Deflecting Palm
  ( 2)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
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Deflection
  ( 4)
Instant
Change the target of target spell with a single target.
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Deft Dismissal
  ( 4)
Instant
Deft Dismissal deals 3 damage divided as you choose among one, two, or three target attacking or blocking creatures.
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Deft Duelist
  ( 2)
Creature — Human Rogue
(2/1)
First strike Shroud (This creature can't be the target of spells or abilities.)
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Deftblade Elite
 ( 1)
Creature — Human Soldier
(1/1)
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)  : Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn.
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Defy Death
   ( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Angel, put two +1/+1 counters on it.
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Defy Gravity
 ( 1)
Instant
Target creature gains flying until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Dega Sanctuary
  ( 3)
Enchantment
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.
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Deglamer
  ( 2)
Instant
Choose target artifact or enchantment. Its owner shuffles it into their library.
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Dehydration
  ( 4)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature doesn't untap during its controller's untap step.
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Deicide
  ( 2)
Instant
Exile target enchantment. If the exiled card is a God card, search its controller's graveyard, hand, and library for any number of cards with the same name as that card and exile them, then that player shuffles their library.
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Deity of Scars
     ( 5)
Creature — Spirit Avatar
(7/7)
Trample Deity of Scars enters the battlefield with two -1/-1 counters on it. , Remove a -1/-1 counter from Deity of Scars: Regenerate Deity of Scars.
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Déjà Vu
  ( 3)
Sorcery
Return target sorcery card from your graveyard to your hand.
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Delay
  ( 2)
Instant
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, remove a time counter from that card. When the last is removed, the player plays it without paying its mana cost. If it's a creature, it has haste.)
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Delaying Shield
  ( 4)
Enchantment
If damage would be dealt to you, put that many delay counters on Delaying Shield instead. At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay  .
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Delif's Cone
 ( 0)
Artifact
, Sacrifice Delif's Cone: This turn, when target creature you control attacks and isn't blocked, you may gain life equal to its power. If you do, it assigns no combat damage this turn.
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Delif's Cube
 ( 1)
Artifact
, : This turn, when target creature you control attacks and isn't blocked, it assigns no combat damage this turn and you put a cube counter on Delif's Cube.
, Remove a cube counter from Delif's Cube: Regenerate target creature.
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Delight in the Hunt
( 0)
Scheme
When you set this scheme in motion, create a 3/3 black Horror creature token and prevent all damage that would be dealt to creatures you control this turn.
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Delirium
   ( 3)
Instant
Cast this spell only during an opponent's turn. Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn.
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Delraich
  ( 7)
Creature — Horror
(6/6)
You may sacrifice three black creatures rather than pay this spell's mana cost. Trample
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Deluge
  ( 3)
Instant
Tap all creatures without flying.
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Delusions of Mediocrity
  ( 4)
Enchantment
When Delusions of Mediocrity enters the battlefield, you gain 10 life. When Delusions of Mediocrity leaves the battlefield, you lose 10 life.
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Delver of Secrets
 ( 1)
Creature — Human Wizard
(1/1)
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform Delver of Secrets.
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Supply // Demand (Demand)
   ( 3)
Sorcery
Search your library for a multicolored card, reveal it, and put it into your hand. Then shuffle your library.
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Demanding Dragon
   ( 5)
Creature — Dragon
(5/5)
Flying When Demanding Dragon enters the battlefield, it deals 5 damage to target opponent unless that player sacrifices a creature.
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Dematerialize
  ( 4)
Sorcery
Return target permanent to its owner's hand. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Dementia Bat
  ( 5)
Creature — Bat
(2/2)
Flying  , Sacrifice Dementia Bat: Target player discards two cards.
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Dementia Sliver
   ( 5)
Creature — Sliver
(3/3)
All Slivers have " : Choose a card name. Target opponent reveals a card at random from their hand. If that card has the chosen name, that player discards it. Activate this ability only during your turn."
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Demigod of Revenge
     ( 5)
Creature — Spirit Avatar
(5/4)
When you cast this spell, return all cards named Demigod of Revenge from your graveyard to the battlefield. Flying, haste
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Demolish
  ( 4)
Sorcery
Destroy target artifact or land.
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Demolition Stomper
 ( 6)
Artifact — Vehicle
(10/7)
Demolition Stomper can't be blocked by creatures with power 2 or less. Crew 5 (Tap any number of creatures you control with total power 5 or more: This Vehicle becomes an artifact creature until end of turn.)
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Demon
( 0)
Creature — Demon
(*/*)
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Demon of Catastrophes
   ( 4)
Creature — Demon
(6/6)
As an additional cost to cast this spell, sacrifice a creature. Flying, trample
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Demon of Death's Gate
    ( 9)
Creature — Demon
(9/9)
You may pay 6 life and sacrifice three black creatures rather than pay this spell's mana cost. Flying, trample
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Demon of Wailing Agonies
   ( 5)
Creature — Demon
(4/4)
Flying Lieutenant — As long as you control your commander, Demon of Wailing Agonies gets +2/+2 and has "Whenever Demon of Wailing Agonies deals combat damage to a player, that player sacrifices a creature."
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Demonfire
  ( 1)
Sorcery
Demonfire deals X damage to any target. If a creature dealt damage this way would die this turn, exile it instead. Hellbent — If you have no cards in hand, this spell can't be countered and the damage can't be prevented.
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Demonic Appetite
 ( 1)
Enchantment — Aura
Enchant creature you control Enchanted creature gets +3/+3. At the beginning of your upkeep, sacrifice a creature.
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Demonic Attorney
   ( 3)
Sorcery
Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of their library.
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Demonic Collusion
   ( 5)
Sorcery
Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Search your library for a card and put that card into your hand. Then shuffle your library.
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Demonic Consultation
 ( 1)
Instant
Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
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Demonic Dread
   ( 3)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) Target creature can't block this turn.
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Demonic Pact
   ( 4)
Enchantment
At the beginning of your upkeep, choose one that hasn't been chosen — • Demonic Pact deals 4 damage to any target and you gain 4 life. • Target opponent discards two cards. • Draw two cards. • You lose the game.
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Demonic Rising
   ( 5)
Enchantment
At the beginning of your end step, if you control exactly one creature, create a 5/5 black Demon creature token with flying.
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