386 cards found
Devil's Play

Devil's Play {X}{R}

Sorcery
Devil's Play deals X damage to any target.
Flashback {X}{R}{R}{R}
A devil's hands are never idle.
Related card: Tibalt, Wicked Tormentor
Diabolic Intent

Diabolic Intent {1}{B}

Sorcery
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a card, put that card into your hand, then shuffle.
Gix pierced his disciples' minds and savored their experiences as he took in their knowledge.
Disfigure

Disfigure {B}

Instant
Target creature gets -2/-2 until end of turn.
With a snap of metal like a strike of lightning, the tide of war shifted in Mishra's favor.
Dispatch

Dispatch {W}

Instant
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
Venser wondered if it could still be called a teleportation spell if the destination is oblivion.
Divine Offering

Divine Offering {1}{W}

Instant
Destroy target artifact. You gain life equal to its mana value.
"The Phyrexians are vulnerable. Do not despair. We will prevail!"
—Juryan, rebel leader
Djinn Illuminatus

Djinn Illuminatus {5}{U/R}{U/R}

Creature - Djinn
Flying
Each instant and sorcery spell you cast has replicate. The replicate cost is equal to its mana cost.
3/5
Djinn of Wishes

Djinn of Wishes {3}{U}{U}

Creature - Djinn
Flying
Djinn of Wishes enters the battlefield with three wish counters on it.
{2}{U}{U}, Remove a wish counter from Djinn of Wishes: Reveal the top card of your library. You may play that card without paying its mana cost. If you don't, exile it.
4/4
Doomed Necromancer

Doomed Necromancer {2}{B}

Creature - Human Cleric Mercenary
{B}, {T}, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to the battlefield.
Many necromancers share the same last words—the ones that conclude the undeath ritual.
2/2
Doomsday

Doomsday {B}{B}{B}

Sorcery
Search your library and graveyard for five cards and exile the rest. Put the chosen cards on top of your library in any order. You lose half your life, rounded up.
Door of Destinies

Door of Destinies {4}

Artifact
As Door of Destinies enters the battlefield, choose a creature type.
Whenever you cast a spell of the chosen type, put a charge counter on Door of Destinies.
Creatures you control of the chosen type get +1/+1 for each charge counter on Door of Destinies.
Dragon Mage

Dragon Mage {5}{R}{R}

Creature - Dragon Wizard
Flying
Whenever Dragon Mage deals combat damage to a player, each player discards their hand, then draws seven cards.
"Yes, it's huge and strong and breathes fire. But we're smart!"
—Tadith the Wise, last words
5/5
Dragon Tempest

Dragon Tempest {1}{R}

Enchantment
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn.
Whenever a Dragon enters the battlefield under your control, it deals X damage to any target, where X is the number of Dragons you control.
Dragon's Hoard

Dragon's Hoard {3}

Artifact
Whenever a Dragon enters the battlefield under your control, put a gold counter on Dragon's Hoard.
{T}, Remove a gold counter from Dragon's Hoard: Draw a card.
{T}: Add one mana of any color.
Dreadship Reef

Dreadship Reef

Land
{T}: Add {C}.
{1}, {T}: Put a storage counter on Dreadship Reef.
{1}, Remove X storage counters from Dreadship Reef: Add X mana in any combination of {U} and/or {B}.
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
Durkwood Boars

Durkwood Boars {4}{G}

Creature - Boar
"And the unclean spirits went out, and entered the swine: and the herd ran violently . . . ."
—The Bible, Mark 5:13
4/4
Dwarven Demolition Team

Dwarven Demolition Team {2}{R}

Creature - Dwarf
{T}: Destroy target Wall.
Foolishly, Najib retreated to his castle at El-Abar; the next morning he was dead. In just one night, the dwarven forces had reduced the mighty walls to mere rubble.
1/1
Ebon Stronghold

Ebon Stronghold

Land
Ebon Stronghold enters the battlefield tapped.
{T}: Add {B}.
{T}, Sacrifice Ebon Stronghold: Add {B}{B}.
Elenda, the Dusk Rose

Elenda, the Dusk Rose {2}{W}{B}

Legendary Creature - Vampire Knight
Lifelink
Whenever another creature dies, put a +1/+1 counter on Elenda, the Dusk Rose.
When Elenda dies, create X 1/1 white Vampire creature tokens with lifelink, where X is Elenda's power.
Her centuries-long search is ended.
1/1
Elephant Guide

Elephant Guide {2}{G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
When enchanted creature dies, create a 3/3 green Elephant creature token.
Elfhame Palace

Elfhame Palace

Land
Elfhame Palace enters the battlefield tapped.
{T}: Add {G} or {W}.
The elfhames are the closest thing to "civilization" the elves allow themselves.
Elvish Lyrist

Elvish Lyrist {G}

Creature - Elf
{G}, {T}, Sacrifice Elvish Lyrist: Destroy target enchantment.
Each pluck of the strings breaks the hold of the unnatural on the world.
1/1
Elvish Warrior

Elvish Warrior {G}{G}

Creature - Elf Warrior
As graceful as a deer leaping a stream and as deadly as the wolf waiting in ambush on the other side, elvish warriors are the eyes of the forest as well as its unsheathed claws.
2/3
Empyrial Armor

Empyrial Armor {1}{W}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each card in your hand.
"An angel appeared in the smoldering skies above the fray, her clothes as flames, her armor as fire."
—"Hymn of Angelfire"