6948 cards found
Drowner of Hope

Drowner of Hope {5}{U}

Creature - Eldrazi
Devoid
When Drowner of Hope enters the battlefield, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this creature: Add {C}."
Sacrifice an Eldrazi Scion: Tap target creature.
5/5
Drownyard Behemoth

Drownyard Behemoth {9}

Creature - Eldrazi Crab
Flash
Emerge {7}{U}
Drownyard Behemoth has hexproof as long as it entered the battlefield this turn.
5/7
Drownyard Explorers

Drownyard Explorers {3}{U}

Creature - Human Wizard
When Drownyard Explorers enters the battlefield, investigate.
2/4
Druid Class (Alchemy)

Druid Class (Alchemy) {1}{G}

Enchantment - Class
Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.
{2}{G}: Level 2
You may play an additional land on each of your turns.
{2}{G}: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Related card: Druid Class
  • Adventures in the Forgotten Realms
Druid of the Cowl

Druid of the Cowl {1}{G}

Creature - Elf Druid
{T}: Add {G}.
1/3
Druid of the Emerald Grove

Druid of the Emerald Grove {3}{G}

Creature - Dwarf Druid
When Druid of the Emerald Grove enters the battlefield, search your library for up to two basic land cards and reveal them, then roll a d20.
9 or less | Put those cards into your hand, then shuffle.
10—19 | Put one of those cards onto the battlefield tapped and the other into your hand, then shuffle.
20+ | Put those cards onto the battlefield tapped, then shuffle.
2/2
Druidic Ritual

Druidic Ritual {2}{G}

Sorcery
You may mill three cards. Then return up to one creature card and up to one land card from your graveyard to your hand.
Related card: Druidic Ritual (Alchemy)
Druidic Ritual (Alchemy)

Druidic Ritual (Alchemy) {2}{G}

Sorcery
You may mill three cards. Then return up to two creature and/or land cards from your graveyard to your hand.
Related card: Druidic Ritual
  • Alchemy Horizons: Baldur's Gate
Drunau Corpse Trawler

Drunau Corpse Trawler {3}{U}

Creature - Zombie
When Drunau Corpse Trawler enters the battlefield, create a 2/2 black Zombie creature token.
{2}{B}: Target Zombie gains deathtouch until end of turn.
1/1
Dry Spell

Dry Spell {1}{B}

Sorcery
Dry Spell deals 1 damage to each creature and each player.
"Wherever water is lacking, all things suffer."
—Autumn Willow
Related card: Apocalypse Chime
Dryad Greenseeker

Dryad Greenseeker {1}{G}

Creature - Dryad
{T}: Look at the top card of your library. If it's a land card, you may reveal it and put it into your hand.
1/3
Dryad Militant

Dryad Militant {G/W}

Creature - Dryad Soldier
If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead.
2/1
Dryad of the Ilysian Grove

Dryad of the Ilysian Grove {2}{G}

Enchantment Creature - Nymph Dryad
You may play an additional land on each of your turns.
Lands you control are every basic land type in addition to their other types.
2/4
Dualcaster Mage

Dualcaster Mage {1}{R}{R}

Creature - Human Wizard
Flash
When Dualcaster Mage enters the battlefield, copy target instant or sorcery spell. You may choose new targets for the copy.
"It has been my experience that disasters like to strike in pairs."
2/2
Related card: Kayla's Kindling
Dueling Coach (Alchemy)

Dueling Coach (Alchemy) {3}{W}

Creature - Human Monk
When Dueling Coach enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
{W}, {T}: Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
2/2
Related card: Dueling Coach
  • Strixhaven: School of Mages
Dueling Rapier

Dueling Rapier {R}

Artifact - Equipment
Flash
When Dueling Rapier enters the battlefield, attach it to target creature you control.
Equipped creature gets +2/+0.
Equip {4}
Related card: Arms Scavenger
Duelist's Heritage

Duelist's Heritage {2}{W}

Enchantment
Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.
The best techniques outlive their creators.
Related card: Faithful Disciple
Duergar Hedge-Mage

Duergar Hedge-Mage {2}{R/W}

Creature - Dwarf Shaman
When Duergar Hedge-Mage enters the battlefield, if you control two or more Mountains, you may destroy target artifact.
When Duergar Hedge-Mage enters the battlefield, if you control two or more Plains, you may destroy target enchantment.
2/2
Dukhara Peafowl

Dukhara Peafowl {4}

Artifact Creature - Bird
{U}: Dukhara Peafowl gains flying until end of turn.
2/4
Dunbarrow Revivalist

Dunbarrow Revivalist {1}{B}

Creature - Human Warlock
Bargain
When Dunbarrow Revivalist enters the battlefield, you get a one-time boon with "When one or more creatures enter the battlefield under your control, create a Wicked Role token attached to one of them." Then if Dunbarrow Revivalist was bargained, return a creature card from your graveyard to your hand.
3/1
  • Alchemy: Wilds of Eldraine
Dune Beetle

Dune Beetle {1}{B}

Creature - Insect
1/4
Dungeon Descent (Alchemy)

Dungeon Descent (Alchemy)

Land
{T}: Add {C}.
{1}, {T}, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery.
Related cards: Dungeon Descent Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
  • Adventures in the Forgotten Realms
Dungeon Shade

Dungeon Shade {3}{B}

Creature - Shade Spirit
Flying
{B}: Dungeon Shade gets +1/+1 until end of turn.
A sickness stirs in its eyes, a nightmare born in darkened wails.
1/1
Dungrove Elder

Dungrove Elder {2}{G}

Creature - Treefolk
Hexproof
Dungrove Elder's power and toughness are each equal to the number of Forests you control.
*/*
Duplicant

Duplicant {6}

Artifact Creature - Shapeshifter
Imprint — When Duplicant enters the battlefield, you may exile target nontoken creature.
As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It's still a Shapeshifter.
2/4