29693 cards found
Daring Skyjek

Daring Skyjek {1}{W}

Creature - Human Knight
Battalion — Whenever Daring Skyjek and at least two other creatures attack, Daring Skyjek gains flying until end of turn.
"The hard part isn't landing in the saddle. The hard part is leaping before you see it."
3/1
Daring Thunder-Thief

Daring Thunder-Thief {3}{U}

Creature - Turtle Rogue
Flash
Daring Thunder-Thief enters the battlefield tapped.
It's amazing how many sticky situations you can get out of simply by being ten times faster than anyone expects.
4/4
  • Outlaws of Thunder Junction
Dark Bargain

Dark Bargain {3}{B}

Instant
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
"The poacher's trade isn't monster parts. It's myth. People pay to be part of the fantasy."
—Kelsien, the Plague
Dark Dabbling

Dark Dabbling {2}{B}

Instant
Regenerate target creature. Draw a card.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, also regenerate each other creature you control.
Dark Favor

Dark Favor {1}{B}

Enchantment - Aura
Enchant creature
When Dark Favor enters the battlefield, you lose 1 life.
Enchanted creature gets +3/+1.
When he began to curse what he held holy, his strength grew unrivaled.
Dark Inquiry

Dark Inquiry {2}{B}

Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
"Your mind is no longer yours to waste."
  • Rivals of Ixalan
Dark Maze

Dark Maze {4}{U}

Creature - Wall
Defender
{0}: Dark Maze can attack this turn as though it didn't have defender. Exile it at the beginning of the next end step.
"Stray not onto the path of darkness, or be lost forever."
—Baki, wizard attendant
4/5
Related card: Apocalypse Chime
Dark Remedy

Dark Remedy {1}{B}

Instant
Target creature gets +1/+3 until end of turn.
"Writhing tendrils of darkness stitched him back together. Though his will and body both were broken, the necromancer's magic would not let him rest."
—Krinnea, Siege of the Bone Spire
  • Core Set 2020
Dark Temper

Dark Temper {2}{R}

Instant
Dark Temper deals 2 damage to target creature. If you control a black permanent, destroy the creature instead.
When you've got the temperament of a dragon, every argument is one you'll win.
  • Conflux
Darkblade Agent

Darkblade Agent {1}{U}{B}

Creature - Human Assassin
As long as you've surveilled this turn, Darkblade Agent has deathtouch and "Whenever this creature deals combat damage to a player, you draw a card."
"I've seen your house, and you've been a lovely, if unwitting, host. But at last it's time for farewells."
2/3
  • Guilds of Ravnica
Darkling Stalker

Darkling Stalker {3}{B}

Creature - Shade Spirit
{B}: Regenerate Darkling Stalker.
{B}: Darkling Stalker gets +1/+1 until end of turn.
"In this dark place, yes, I am afraid of my own shadow."
—Mirri of the Weatherlight
1/1
  • Tempest
Darklit Gargoyle

Darklit Gargoyle {1}{W}

Artifact Creature - Gargoyle
Flying
{B}: Darklit Gargoyle gets +2/-1 until end of turn.
It shines in the darkness of its master's ambitions.
1/2
  • Conflux
Darkmoss Bridge

Darkmoss Bridge

Artifact Land
Darkmoss Bridge enters the battlefield tapped.
Indestructible
{T}: Add {B} or {G}.
The path to power is forged in ruthlessness.
Darksteel Pendant

Darksteel Pendant {2}

Artifact
Indestructible
{1}, {T}: Scry 1.
  • Darksteel
Darkthicket Wolf

Darkthicket Wolf {1}{G}

Creature - Wolf
{2}{G}: Darkthicket Wolf gets +2/+2 until end of turn. Activate only once each turn.
Werewolf slayers don't know for certain how werewolves are created. So they kill all the wolves, just to be safe.
2/2
  • Innistrad
Dart Throw

Dart Throw

Artifact - Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches Dart Throw, claim the prize!
Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice Dart Throw, then open an Attraction.
Attraction Lights: 2, 3, 4, 6
Darting Merfolk

Darting Merfolk {1}{U}

Creature - Merfolk
{U}: Return Darting Merfolk to its owner's hand.
You might as well try to catch water with a net.
1/1
Daru Cavalier

Daru Cavalier {3}{W}

Creature - Human Soldier
First strike
When Daru Cavalier enters the battlefield, you may search your library for a card named Daru Cavalier, reveal it, put it into your hand, then shuffle.
2/2
  • Onslaught
Daru Healer

Daru Healer {2}{W}

Creature - Human Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Morph {W}
1/2
  • Onslaught
Daru Lancer

Daru Lancer {4}{W}{W}

Creature - Human Soldier
First strike
Morph {2}{W}{W}
Although the Order frowned upon his preparations for the pits, behind closed doors most saw the fights as a necessary evil.
3/4
  • Onslaught
Daru Sanctifier

Daru Sanctifier {3}{W}

Creature - Human Cleric
Morph {1}{W}
When Daru Sanctifier is turned face up, destroy target enchantment.
1/4
  • Legions
Daru Spiritualist

Daru Spiritualist {1}{W}

Creature - Human Cleric
Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.
He lifts the spirits of his people so they may descend in wrath upon their foes.
1/1
  • Scourge
Daru Stinger

Daru Stinger {3}{W}

Creature - Soldier
Amplify 1
{T}: Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature.
1/1
  • Legions
Dash Hopes

Dash Hopes {B}{B}

Instant
When you cast this spell, any player may pay 5 life. If a player does, counter Dash Hopes.
Counter target spell.
"Focus an enemy's mind on what's already gone, and it's easier to take away more."
—Holux, stronghold racketeer
Daunting Defender

Daunting Defender {4}{W}

Creature - Human Cleric
If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.
"I will wield the stone of my homeland as though it were the fists of the Ancestor."
3/3
  • Onslaught