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Demonic Taskmaster
  ( 3)
Creature — Demon
(4/3)
Flying At the beginning of your upkeep, sacrifice a creature other than Demonic Taskmaster.
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Demonic Torment
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature.
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Demonic Tutor
  ( 2)
Sorcery
Search your library for a card, put that card into your hand, then shuffle your library.
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Demonic Vigor
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. When enchanted creature dies, return that card to its owner's hand.
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Demonlord Belzenlok
   ( 6)
Legendary Creature — Elder Demon
(6/6)
Flying, trample When Demonlord Belzenlok enters the battlefield, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's converted mana cost is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.
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Demonlord of Ashmouth
   ( 4)
Creature — Demon
(5/4)
Flying When Demonlord of Ashmouth enters the battlefield, exile it unless you sacrifice another creature. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Demonmail Hauberk
 ( 4)
Artifact — Equipment
Equipped creature gets +4/+2. Equip—Sacrifice a creature.
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Demon-Possessed Witch
( 0)
Creature — Human Shaman
(4/3)
When this creature transforms into Demon-Possessed Witch, you may destroy target creature.
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Demon's Grasp
  ( 5)
Sorcery
Target creature gets -5/-5 until end of turn.
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Demon's Horn
 ( 2)
Artifact
Whenever a player casts a black spell, you may gain 1 life.
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Demon's Jester
  ( 4)
Creature — Imp
(2/2)
Flying Hellbent — Demon's Jester gets +2/+1 as long as you have no cards in hand.
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Demonspine Whip
  ( 2)
Artifact — Equipment
: Equipped creature gets +X/+0 until end of turn.
Equip 
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Demoralize
  ( 3)
Instant
All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.) Threshold — If seven or more cards are in your graveyard, creatures can't block this turn.
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Demotion
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't block, and its activated abilities can't be activated.
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Demystify
 ( 1)
Instant
Destroy target enchantment.
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Den Protector
  ( 2)
Creature — Human Warrior
(2/1)
Creatures with power less than Den Protector's power can't block it. Megamorph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Den Protector is turned face up, return target card from your graveyard to your hand.
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Denied!
 ( 1)
Instant
Choose a card name, then target spell's controller reveals their hand. If a card with the chosen name is revealed this way, counter that spell.
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Denizen of the Deep
   ( 8)
Creature — Serpent
(11/11)
When Denizen of the Deep enters the battlefield, return each other creature you control to its owner's hand.
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Dense Canopy
  ( 2)
Enchantment
Creatures with flying can block only creatures with flying.
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Dense Foliage
  ( 3)
Enchantment
Creatures can't be the targets of spells.
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Deny Existence
  ( 3)
Instant
Counter target creature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Deny Reality
   ( 5)
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.) Return target permanent to its owner's hand.
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Denying Wind
   ( 9)
Sorcery
Search target player's library for up to seven cards and exile them. Then that player shuffles their library.
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Depala, Pilot Exemplar
   ( 3)
Legendary Creature — Dwarf Pilot
(3/3)
Other Dwarves you control get +1/+1. Each Vehicle you control gets +1/+1 as long as it's a creature. Whenever Depala, Pilot Exemplar becomes tapped, you may pay . If you do, reveal the top X cards of your library, put all Dwarf and Vehicle cards from among them into your hand, then put the rest on the bottom of your library in a random order.
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Departed Deckhand
  ( 2)
Creature — Spirit Pirate
(2/2)
When Departed Deckhand becomes the target of a spell, sacrifice it. Departed Deckhand can't be blocked except by Spirits.  : Another target creature you control can't be blocked this turn except by Spirits.
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Deploy the Gatewatch
   ( 6)
Sorcery
Look at the top seven cards of your library. Put up to two planeswalker cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Deploy to the Front
   ( 7)
Sorcery
Create X 1/1 white Soldier creature tokens, where X is the number of creatures on the battlefield.
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Deprive
  ( 2)
Instant
As an additional cost to cast this spell, return a land you control to its owner's hand. Counter target spell.
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Depths of Desire
  ( 3)
Instant
Return target creature to its owner's hand. Create a colorless Treasure artifact token with " , Sacrifice this artifact: Add one mana of any color."
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Deputized Protester
  ( 3)
Creature — Human Warrior
(2/1)
Menace (This creature can't be blocked except by two or more creatures.) Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.)
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Deputy of Acquittals
  ( 2)
Creature — Human Wizard
(2/2)
Flash (You may cast this spell any time you could cast an instant.) When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand.
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Deranged Assistant
  ( 2)
Creature — Human Wizard
(1/1)
, Put the top card of your library into your graveyard: Add .
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Deranged Hermit
   ( 5)
Creature — Elf
(1/1)
Echo   (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.) When Deranged Hermit enters the battlefield, create four 1/1 green Squirrel creature tokens. Squirrel creatures get +1/+1.
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Deranged Outcast
  ( 2)
Creature — Human Rogue
(2/1)
 , Sacrifice a Human: Put two +1/+1 counters on target creature.
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Deranged Whelp
  ( 2)
Creature — Wolf
(2/1)
Menace (This creature can't be blocked except by two or more creatures.)
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Derelor
  ( 4)
Creature — Thrull
(4/4)
Black spells you cast cost more to cast.
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Derevi, Empyrial Tactician
   ( 3)
Legendary Creature — Bird Wizard
(2/3)
Flying Whenever Derevi, Empyrial Tactician enters the battlefield or a creature you control deals combat damage to a player, you may tap or untap target permanent.    : Put Derevi onto the battlefield from the command zone.
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Dermoplasm
  ( 3)
Creature — Shapeshifter
(1/1)
Flying 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 Dermoplasm is turned face up, you may put a creature card with a morph ability from your hand onto the battlefield face up. If you do, return Dermoplasm to its owner's hand.
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Descend upon the Sinful
   ( 6)
Sorcery
Exile all creatures. Delirium — Create a 4/4 white Angel creature token with flying if there are four or more card types among cards in your graveyard.
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Descendant of Kiyomaro
   ( 3)
Creature — Human Soldier
(2/3)
As long as you have more cards in hand than each opponent, Descendant of Kiyomaro gets +1/+2 and has "Whenever this creature deals combat damage, you gain 3 life."
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Descendant of Masumaro
  ( 3)
Creature — Human Monk
(1/1)
At the beginning of your upkeep, put a +1/+1 counter on Descendant of Masumaro for each card in your hand, then remove a +1/+1 counter from Descendant of Masumaro for each card in target opponent's hand.
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Descendant of Soramaro
  ( 4)
Creature — Human Wizard
(2/3)
 : Look at the top X cards of your library, where X is the number of cards in your hand, then put them back in any order.
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Descendants' Path
  ( 3)
Enchantment
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast that card without paying its mana cost. Otherwise, put that card on the bottom of your library.
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Descent into Madness
   ( 5)
Enchantment
At the beginning of your upkeep, put a despair counter on Descent into Madness, then each player exiles X permanents they control and/or cards from their hand, where X is the number of despair counters on Descent into Madness.
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Descent of the Dragons
   ( 6)
Sorcery
Destroy any number of target creatures. For each creature destroyed this way, its controller creates a 4/4 red Dragon creature token with flying.
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Desecrated Earth
  ( 5)
Sorcery
Destroy target land. Its controller discards a card.
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Desecrated Tomb
 ( 3)
Artifact
Whenever one or more creature cards leave your graveyard, create a 1/1 black Bat creature token with flying.
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Desecration Demon
   ( 4)
Creature — Demon
(6/6)
Flying At the beginning of each combat, any opponent may sacrifice a creature. If a player does, tap Desecration Demon and put a +1/+1 counter on it.
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Desecration Elemental
  ( 4)
Creature — Elemental
(8/8)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever a player casts a spell, sacrifice a creature.
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Desecrator Hag
   ( 4)
Creature — Hag
(2/2)
When Desecrator Hag enters the battlefield, return to your hand the creature card in your graveyard with the greatest power. If two or more cards are tied for greatest power, you choose one of them.
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Desert
( 0)
Land — Desert
: Add .
: Desert deals 1 damage to target attacking creature. Activate this ability only during the end of combat step.
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Desert Cerodon
  ( 6)
Creature — Beast
(6/4)
Cycling ( , Discard this card: Draw a card.)
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Desert Nomads
  ( 3)
Creature — Human Nomad
(2/2)
Desertwalk Prevent all damage that would be dealt to Desert Nomads by Deserts.
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Deserter's Quarters
 ( 2)
Artifact
You may choose not to untap Deserter's Quarters during your untap step. , : Tap target creature. It doesn't untap during its controller's untap step for as long as Deserter's Quarters remains tapped.
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Desertion
   ( 5)
Instant
Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.
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Desert's Hold
  ( 3)
Enchantment — Aura
Enchant creature When Desert's Hold enters the battlefield, if you control a Desert or there is a Desert card in your graveyard, you gain 3 life. Enchanted creature can't attack or block, and its activated abilities can't be activated.
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Desiccated Naga
  ( 3)
Creature — Zombie Naga
(3/2)
 : Target opponent loses 2 life and you gain 2 life. Activate this ability only if you control a Liliana planeswalker.
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Desolation
   ( 3)
Enchantment
At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land. Desolation deals 2 damage to each player who sacrificed a Plains this way.
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Desolation Angel
   ( 5)
Creature — Angel
(5/4)
Kicker  (You may pay an additional  as you cast this spell.) Flying When Desolation Angel enters the battlefield, destroy all lands you control. If it was kicked, destroy all lands instead.
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Desolation Twin
 ( 10)
Creature — Eldrazi
(10/10)
When you cast this spell, create a 10/10 colorless Eldrazi creature token.
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Driven // Despair (Despair)
  ( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, that player discards a card."
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Desperate Castaways
  ( 2)
Creature — Human Pirate
(2/3)
Desperate Castaways can't attack unless you control an artifact.
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Desperate Gambit
 ( 1)
Instant
Choose a source you control and flip a coin. If you win the flip, the next time that source would deal damage this turn, it deals double that damage instead. If you lose the flip, the next time it would deal damage this turn, prevent that damage.
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Desperate Ravings
  ( 2)
Instant
Draw two cards, then discard a card at random. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Desperate Research
  ( 2)
Sorcery
Choose a card name other than a basic land card name. Reveal the top seven cards of your library and put all of them with that name into your hand. Exile the rest.
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Desperate Sentry
  ( 3)
Creature — Human Soldier
(1/2)
When Desperate Sentry dies, create a 3/2 colorless Eldrazi Horror creature token. Delirium — Desperate Sentry gets +3/+0 as long as there are four or more card types among cards in your graveyard.
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Desperate Stand
  ( 2)
Sorcery
Strive — This spell costs  more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain first strike and vigilance until end of turn.
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Despise
 ( 1)
Sorcery
Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card.
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Despoil
  ( 4)
Sorcery
Destroy target land. Its controller loses 2 life.
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Despoiler of Souls
  ( 2)
Creature — Horror
(3/1)
Despoiler of Souls can't block.  , Exile two other creature cards from your graveyard: Return Despoiler of Souls from your graveyard to the battlefield.
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Despondency
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0. When Despondency is put into a graveyard from the battlefield, return Despondency to its owner's hand.
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Despotic Scepter
 ( 1)
Artifact
: Destroy target permanent you own. It can't be regenerated.
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Destroy the Evidence
  ( 5)
Sorcery
Destroy target land. Its controller reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
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Destructive Flow
   ( 3)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonbasic land.
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Destructive Force
   ( 7)
Sorcery
Each player sacrifices five lands. Destructive Force deals 5 damage to each creature.
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Destructive Revelry
  ( 2)
Instant
Destroy target artifact or enchantment. Destructive Revelry deals 2 damage to that permanent's controller.
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Destructive Tampering
  ( 3)
Sorcery
Choose one — • Destroy target artifact. • Creatures without flying can't block this turn.
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Destructive Urge
   ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals combat damage to a player, that player sacrifices a land.
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Destructor Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying When Destructor Dragon dies, destroy target noncreature permanent.
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Detainment Spell
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature's activated abilities can't be activated.  : Attach Detainment Spell to target creature.
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Detention Sphere
   ( 3)
Enchantment
When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent. When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
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