930 cards found
Divine Shell

Divine Shell {4}{W}{W}

Artifact Creature - Avatar
When Divine Shell enters, create three Function tokens with “Tap target creature.” (They're enchantments. As you cast an instant or sorcery spell, sacrifice any number of Functions to add their effects to that spell.)
Beneath the Chapel of Elder Saints an idol awaits the coming of a savior, though not the one honored two dozen feet above.
4/4
  • Beyond the Blackwall
Djinn of the Waning Candle

Djinn of the Waning Candle {2}{B}{R}

Creature - Djinn Wizard
{1}, Sacrifice a creature: Create a Treasure token. Exile the top card of your library. You may play that card this turn.
“A fool clings to life after his time has come. A savant makes sure his time never comes.”
4/4
  • Alkabah: The Rise of Soli
Doomed Alchemist

Doomed Alchemist {2}{R}{G}

Creature - Human Wizard
Haste
When Doomed Alchemist dies, create two Treasure tokens. (They're artifacts with “{T}, Sacrifice this artifact: Add one mana of any color.”)
His greatest gift would turn out to be his greatest curse.
4/1
  • Alkabah
Dormant Memory

Dormant Memory {2}{U}{U}

Creature - Spirit
Whenever you cast your second spell each turn, you may have Dormant Memory phase out until you cast your second spell in a turn. (While phased out, treat it and anything attached to it as though they don't exist.)
Fleeting {1}{U} (You may cast this spell for its fleeting cost. If you do, sacrifice it at the beginning of the next end step.)
4/4
  • End of Wollensie
Dragonfire Longboat

Dragonfire Longboat {4}

Artifact - Ship Vehicle
{2}: Dragonfire Longboat gets +1/+0 until end of turn.
Crew 1 (Tap any number of creatures you control with total power 1 or greater: This Ship Vehicle becomes an artifact creature until end of turn.)
4/4
  • Glacia: Hail to the Queen
Dragonheart Seer

Dragonheart Seer {3}{R}{R}

Creature - Dragon Wizard
When Dragonheart Seer dies, you may exile it. If you do, return up to two target instant and/or sorcery cards from your graveyard to your hand.
“Even the smallest spark can be kindled back to life.”
4/3
  • Seasons of War
Dread Elk

Dread Elk {3}{B}

Creature - Zombie Elk
When Dread Elk dies, put a +1/+1 counter on target creature you control. If that creature is a Zombie, put two +1/+1 counters on it instead.
Foreshadow {5}{B} (You may cast this spell for its foreshadow cost. If you do, also trigger its “dies” abilities when it enters.)
Kernon came to Innistrad with one goal in mind: slay the god known as Ghrin-Danu.
4/3
  • Innistrad In Memoriam
Dread Sacricolist

Dread Sacricolist {3}{W}{W}

Creature - Angel Horror
Flash
Flying
Whenever Dread Sacricolist enters or attacks, another target creature you control gets +1/+1 and gains flying until end of turn. Untap it.
Evoke {1}{W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
4/4
  • Toll Midnight
Dreadmoon Crusader

Dreadmoon Crusader {B}{R}

Creature - Human Warlock Knight
At the beginning of your end step, mill two cards and you lose 2 life.
Arise {3}{B}{R} ({3}{B}{R}, Exile this from your graveyard as a sorcery: Create a black token copy of it that's also a Zombie and can't block.)
As Yaran's conquests spread, many turned to the profane for salvation—through life or undeath.
4/3
  • The Petals Wilt
Dreadworld Demon

Dreadworld Demon {4}{B}{B}

Creature - Demon
Flying
When Dreadworld Demon enters, each opponent may have you draw a card. Each player who doesn't loses 3 life. You gain life equal to the life lost this way.
“Always assume a demon's first offer is a mercy.” —Rezzal, the Loamfeaster
4/4
  • Seasons of War
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
Dredgeline Colossus

Dredgeline Colossus {6}{R}{R}

Artifact Creature - Construct
Double strike, trample, indestructible, haste
When Dredgeline Colossus enters, salvage up to eight noncreature, nonland cards. (You may exile them from your graveyard until this creature leaves the battlefield. Whenever this creature deals combat damage to a player, put a card it salvaged into your hand.)
4/4
  • Elmare: Into the Abyss
Drink Thoughts Like Oil

Drink Thoughts Like Oil {U}{B}

Sorcery - Revelation
Each player mills five cards.
Coalesce {4}{U}{B} (You may cast this from your graveyard for {4}{U}{B}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
Drink Thoughts Like Oil can't be blocked.
4/1
  • Rail War
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
Driver of Hordes

Driver of Hordes {5}{B}

Creature - Zombie Warrior
When Driver of Hordes enters, create a tapped 2/2 black Zombie creature token.
Unearth {3}{B} ({3}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the end step or if it would leave the battlefield. Unearth only as a sorcery.)
4/4
Drop Bear

Drop Bear {1}{B}{G}{U}

Creature - Bear
When Drop Bear enters, return another target permanent that isn't a land an opponent controls or a card in a graveyard to its owner's hand.
4/3
Card has other part: From the Trees
Drownyard Captain

Drownyard Captain {2}{U}{B}

Creature - Zombie Pirate
Menace
Spells you cast from your graveyard cost {2} less to cast.
Whenever Drownyard Captain attacks, if a card left your graveyard this turn, draw a card.
4/4
  • Innistrad In Memoriam
Duke Atrios XXIV

Duke Atrios XXIV {3}{W}{W}

Legendary Creature - Merfolk Noble
Vigilance
Whenever an opponent casts a spell, create a Treasure token unless that player pays {1}, then create a 1/1 white Merfolk creature token unless that player pays {1}.
{W}{U}{B}{R}{G}, {T}: Other creatures you control get +3/+3 and gain vigilance and indestructible until end of turn.
4/4
  • Elmare: Into the Abyss
Dulled Ghost

Dulled Ghost {2}{W}{U}{B}

Creature - Spirit Horror
Dulled Ghost can't be blocked by creatures which have power less than their toughness.
At the beginning of your end step, exile up to one target nonland permanent you control, then return it to the battlefield under its owner's control. If that permanent was tapped, each opponent discards a card.
4/3
  • The Stage Presents: The Neverending Act
Dulling Necromancer

Dulling Necromancer {3}{B}

Creature - Zombie Warrior
Lifelink
Vanishing 1 (This creature enters with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever another creature you control dies, put a time counter on Dulling Necromancer.
“When your time ends, mine begins.”
4/3
  • Aftermath
Dunetreader Tortoise

Dunetreader Tortoise {4}{G}

Creature - Turtle
Vigilance, ward {2}
{1}{G}, {T}: Put a +1/+1 counter on Dunetreader Tortoise. Activate only as a sorcery.
It's a long journey, but she's got more time than most.
4/4
  • Riddles of Revio
Dusk Chord

Dusk Chord {3}{R}{R}

Creature - Reflection
Protection from Dawn Chord (This creature can't be blocked, targeted, dealt damage, or enchanted by anything named Dawn Chord.)
{1}{R}: Target Reflection's base power becomes equal to Dusk Chord's power until end of turn.
As brilliant as the setting sun.
4/3
Related card: Dawn Chord
  • Oirohpo
Dusk Lieutenant

Dusk Lieutenant {1}{B}{B}

Creature - Skeleton Pirate
When Dusk Lieutenant enters, forebode. (Create a tapped colorless Omen artifact token with “{T}, Discard a card, Sacrifice this artifact: Draw a card.”)
Once each turn, when you discard a card during your turn, each opponent discards a card.
4/2
Duskwood Traverser

Duskwood Traverser {4}{G}

Creature - Elemental
The Duskwood, the region in Rehis-Dorahn where the forest and the marsh meet, is filled of creatures the Rehisons were always careful not to disturb.
4/6
  • Khaliz-Dorahn
Dwarven Swashbuckler

Dwarven Swashbuckler {4}{R}

Creature - Dwarf Pirate
When this creature enters, create a Weapon token, then attach it to a creature you control. (It's an Equipment artifact token with equip {2} and “Equipped creature gets +1/+1”.)
Arise {5}{R} ({5}{R}, Exile this from your graveyard as a sorcery: Create a black token copy of it that's also a Zombie and can't block.)
4/3
  • The Petals Wilt