11192 cards found
Drogskol Armaments
Drogskol Infantry

Drogskol Armaments

Enchantment - Aura
(Color indicator: Drogskol Armaments is white)
Enchant creature
Enchanted creature gets +2/+2.
If Drogskol Armaments would be put into a graveyard from anywhere, exile it instead.
When he could no longer carry on, he imparted his strength to the one who took up his duty.
Card has other part: Drogskol Infantry
Drogskol Captain

Drogskol Captain {1}{W}{U}

Creature - Spirit Soldier
Flying
Other Spirit creatures you control get +1/+1 and have hexproof.
2/2
Drogskol Infantry
Drogskol Armaments

Drogskol Infantry {1}{W}

Creature - Spirit Soldier
Disturb {3}{W}
He swore to protect the Moorlands. A little thing like death was no excuse to break his oath.
2/2
Card has other part: Drogskol Armaments
Drogskol Shieldmate

Drogskol Shieldmate {2}{W}

Creature - Spirit Soldier
Flash
When Drogskol Shieldmate enters the battlefield, other creatures you control get +0/+1 until end of turn.
2/3
Dromoka's Command

Dromoka's Command {G}{W}

Instant
Choose two —
• Prevent all damage target instant or sorcery spell would deal this turn.
• Target player sacrifices an enchantment.
• Put a +1/+1 counter on target creature.
• Target creature you control fights target creature you don't control.
Dross Skullbomb

Dross Skullbomb {1}

Artifact
{1}, Sacrifice Dross Skullbomb: Draw a card.
{2}{B}, Sacrifice Dross Skullbomb: Return target creature card from your graveyard to your hand. Draw a card. Activate only as a sorcery.
It seethes with the ambition of a ruthless gladiator.
  • Phyrexia: All Will Be One
Drossforge Bridge

Drossforge Bridge

Artifact Land
Drossforge Bridge enters the battlefield tapped.
Indestructible
{T}: Add {B} or {R}.
Drover Grizzly

Drover Grizzly {2}{G}

Creature - Bear Mount
Whenever Drover Grizzly attacks while saddled, creatures you control gain trample until end of turn.
Saddle 1
4/2
  • Outlaws of Thunder Junction
Drover of the Mighty

Drover of the Mighty {1}{G}

Creature - Human Druid
Drover of the Mighty gets +2/+2 as long as you control a Dinosaur.
{T}: Add one mana of any color.
"I do not lead. They do not follow. We walk together."
1/1
Drover of the Swine

Drover of the Swine {2}{W}{B}{G}

Creature - Human Warlock
When Drover of the Swine enters the battlefield, choose one —
• Conjure a card of your choice from the Three Pigs spellbook onto the battlefield.
• Return up to three target Boar creature cards with different names from your graveyard to the battlefield.
5/5
Related cards: First Little Pig Second Little Pig Third Little Pig
  • Alchemy: Wilds of Eldraine
Drown in Ichor

Drown in Ichor {1}{B}

Sorcery
Target creature gets -4/-4 until end of turn. Proliferate.
Sinking into the Dross is neither a gentle death nor a quiet one. But once the necrogen takes hold, it is inevitable.
  • Phyrexia: All Will Be One
Drown in the Loch

Drown in the Loch {U}{B}

Instant
Choose one —
• Counter target spell with mana value less than or equal to the number of cards in its controller's graveyard.
• Destroy target creature with mana value less than or equal to the number of cards in its controller's graveyard.
Drowned Catacomb

Drowned Catacomb

Land
Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}.
None can tell how many vessels are tangled up on the sea floor—or how much treasure remains unclaimed.
Drowned Secrets

Drowned Secrets {1}{U}

Enchantment
Whenever you cast a blue spell, target player mills two cards.
Beneath Ravnica's streets runs a layer of tunnels, then caverns and waterways, then terrors and nightmares.
Drownyard Amalgam

Drownyard Amalgam {4}{U}

Creature - Zombie Horror
When Drownyard Amalgam enters the battlefield, target player mills three cards.
{2}{U}: Drownyard Amalgam can't be blocked this turn.
When human corpses are in short supply, stitchers get creative.
3/6
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
Drowsing Tyrannodon

Drowsing Tyrannodon {1}{G}

Creature - Dinosaur
Defender
As long as you control a creature with power 4 or greater, Drowsing Tyrannodon can attack as though it didn't have defender.
What the rangers thought were warning growls turned out to be nothing but monstrous snoring.
3/3
Drudge Sentinel

Drudge Sentinel {2}{B}

Creature - Skeleton Warrior
{3}: Tap Drudge Sentinel. It gains indestructible until end of turn.
The Cabal assured the Seven Houses that hostages receive all the food and rest they require.
2/1
Druid Class

Druid Class {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.
{4}{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 (Alchemy)
  • Adventures in the Forgotten Realms
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 Horns

Druid of Horns {3}{G}

Creature - Human Druid
Whenever you cast an Aura spell that targets Druid of Horns, create a 3/3 green Beast creature token.
No welcome for those who trespass. Only fang and horn and claw.
2/3
  • Core Set 2019
Druid of the Cowl

Druid of the Cowl {1}{G}

Creature - Elf Druid
{T}: Add {G}.
"The wild tangle of the Cowl provides sanctuary to life that watched the first buildings rise."
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)