15897 cards found
Deputy Gibem

Deputy Gibem {R}

Legendary Creature - Goblin Soldier
When Deputy Gibem enters, post a bounty on each creature and each planeswalker. (Put a bounty counter on those permanents. Each of them have “When this permanent dies, each opponent draws a card” as long as it has a bounty counter on it.)
1/1
  • High Noon
Derelict Watcher

Derelict Watcher {4}

Artifact Creature - Scarecrow
Defender
Whenever Derelict Watcher or another Scarecrow you control enters, create a 1/1 black Bird creature token with flying.
2/3
  • High Noon
Derringer Revelation

Derringer Revelation {2}{R}

Instant
Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. If an instant or sorcery spell cast this way would deal damage to a player or planeswalker, it deals double that damage instead.
  • High Noon
Diligent Deputy

Diligent Deputy {2}{W}{W}

Creature - Human Soldier
{3}{W}{W}: Detain target nonland permanent. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
“The suits working for the Judges think they're important cause they get a bit of aether. Wouldn't last five minutes out here with me.”
—Calamity Rose
3/2
  • High Noon
Dispel

Dispel {U}

Instant
Counter target instant spell.
Laws are only as strong as their enforcers.
  • High Noon
Down Barrel

Down Barrel {3}{B}

Sorcery
This spell costs {2} less to cast if you control a Rogue.
Target opponent discards two cards.
“Perhaps my friend here can help the deal go more smoothly.”
  • High Noon
Dreamkeeper

Dreamkeeper {6}

Artifact Creature - Scarecrow
Protection from Spirits
At the beginning of each end step, if a card was put into exile or a graveyard from anywhere this turn, draw a card.
The spirits flee from the nightmare that lurks within.
4/3
  • High Noon
Drifting Warden

Drifting Warden {3}{W}

Creature - Spirit Cleric
When Drifting Warden enters, exile another target creature until Drifting Warden leaves the battlefield.
{3}{W}: Exile Drifting Warden. Return it to the battlefield under its owner's control at the beginning of the end step.
2/3
  • High Noon
Driver of Herds

Driver of Herds {4}{R}

Creature - Centaur Warrior
Menace, haste
Other Centaurs you control get +1/+0.
While stubborn alone, a strong leader can turn the Qilan herds and hearts.
4/3
  • High Noon
Dual Wield

Dual Wield {1}{R}

Enchantment - Aura
Enchant creature
Enchanted creature has +2/+0 and has haste.
Quickdraw {R} (When a creature you control blocks or becomes blocked, you may cast this spell for {R}.)
  • High Noon
Dusk Occultist

Dusk Occultist {2}{G}{U}

Creature - Elf Warrior Shaman
Vision (Whenever this or another creature you control enters, reveal the top card of your library. Then you may put that card into your graveyard.)
Whenever Dusk Occultist envisions a creature card, draw a card.
3/2
  • High Noon
Dusk Rider

Dusk Rider {1}{W}{B}

Creature - Spirit Mercenary
Lifelink
{W}{B}, {T}: Dusk Rider deals X damage to target attacking creature, where X is the number of Spirits you control.
2/3
  • High Noon
Elven Wanderer

Elven Wanderer {1}{U}

Creature - Elf Shaman
{1}: Look at the top card of your library.
{G}, {T}, Mill a card: Untap another target creature.
2/1
  • High Noon
Embed

Embed {3}{U}

Enchantment - Aura
Enchant artifact or creature
When Embed enters, tap enchanted permanent.
Enchanted permanent doesn't untap during its controller's untap step.
“Least it causes less damage than a goblin.”
  • High Noon
Eternal Scout

Eternal Scout {G}

Creature - Elf Scout
Whenever Eternal Scout attacks, untap each other creature you control.
“I never thought the elves were that different from us. Not until I saw how well the shadows treated them, at least.”
—Calamity Rose
1/1
  • High Noon
Eversoar

Eversoar {W}{W}

Creature - Bird
Flying, vigilance
As the dawn overtakes the night, the grand eagles take flight, hunting down hounds and swine across the frontier.
2/2
  • High Noon
Exposed Ghoul

Exposed Ghoul {2}{B}

Creature - Spirit Rogue
The Daisite dead leave behind ghosts that reflect their corpse. Some end up prettier than others.
3/2
  • High Noon
Feed to the Pigs

Feed to the Pigs {X}{B}{B}

Sorcery
Feed to the Pigs deals X damage to any target. You gain X life.
“Pigs'll eat anything but hair ‘n teeth. Perfect for anything you need gone.”
  • High Noon
Fireheart Centaur

Fireheart Centaur {G}

Creature - Centaur
Whenever Fireheart Centaur attacks, you may pay {2}{R}. If you do, it gets +1/+0 until end of turn for each Centaur you control.
“In times of peace be gentle. In times of strife be unstoppable.”
0/3
  • High Noon
Fog

Fog {G}

Instant
Prevent all combat damage that would be dealt this turn.
The mists within the Ulek are often used to hide the elves, but can be just as useful for hiding from wilder things.
  • High Noon
Fool's Gold

Fool's Gold {2}{U}

Instant
Counter target monocolored spell.
  • High Noon
Forlorn Farmhand

Forlorn Farmhand {1}{W}

Creature - Human Scout
When Forlorn Farmhand dies, create a 1/1 colorless Spirit creature token.
Many citizens of Daisite wish they could explore the world like the drifters, who are just as willing to take their place.
2/2
  • High Noon
Foulweather Effigy

Foulweather Effigy {3}

Artifact Creature - Scarecrow
Spells with mana value 2 or less cost {1} more to cast.
Spells with mana value 4 or greater cost {1} less to cast.
A withered husk, carved to tend the cursed.
2/2
  • High Noon
Frontier Hoof

Frontier Hoof {3}{G}

Creature - Centaur Scout
Trample
Frontier Hoof gets +1/+1 for each other Centaur you control.
“The elves have been givin' us trouble for years. I ain't puttin' up with Strikin' Dawn, and none of us Qilan should be puttin' up with em anymore.”
3/3
  • High Noon
Frontier Meditation

Frontier Meditation {1}{G}{G}

Enchantment
If you would lose unspent mana, that mana becomes colorless instead.
Do not let anything be wasted.
  • High Noon