11976 cards found
Danuri Banisher

Danuri Banisher {4}{W}

Creature - Human Soldier
Vigilance
Whenever Danuri Banisher deals combat damage to a player, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.
2/5
  • Aftermath
Danuri Custodian

Danuri Custodian {2}{W}

Creature - Human Cleric
Creatures your opponents control enter tapped.
Bulwark — At the beginning of each upkeep, if you control a creature with toughness 4 or greater, Danuri Custodian gains indestructible until end of turn.
“For things to work properly all must remember their places.”
2/1
  • Aftermath
Danuri Eaglerider

Danuri Eaglerider {2}{W}

Creature - Human Soldier
Identity — As long as you control at least two other creatures that share a creature type with Danuri Eaglerider, Danuri Eaglerider gets +1/+2 and has flying.
“The Fellors enjoy the savagery of griffins. We prefer the majesty of the eagles.”
3/2
  • Khaliz-Dorahn
Danuri Phalanx

Danuri Phalanx {3}{W}

Creature - Human Soldier
Vigilance
{2}{G}: Danuri Phalanx gets +2/+2 until end of turn. Activate only once each turn.
The Danuri endure Fellor assaults as a team, with formations so tight it's almost impossible to get past them.
2/3
  • Khaliz-Dorahn
Danuri Warcaller

Danuri Warcaller {W}

Creature - Human Soldier
Identity — When Danuri Warcaller enters, if you control at least two other creatures that share a creature type with it, create a 1/1 white Soldier creature token.
1/1
Daoshi Spiritdancer

Daoshi Spiritdancer {W}

Creature - Panda Bear Monk
Whenever another creature in Daoshi Spiritdancer's pack dies, you may sacrifice Daoshi Spiritdancer. If you do, return that creature card to the battlefield under your control at the beginning of the next end step. (Two or more creatures you control with equal power are in a pack.)
2/1
  • Panxiou
Dapper Ragamuffin

Dapper Ragamuffin {1}{R}

Creature - Human Pirate
Whenever Dapper Ragamuffin attacks, it gets +2/+0 until end of turn if you control another attacking Pirate.
“There's always room for a fresh face on board—especially a face as fresh as that.”
—Loretta Wingate
1/3
  • Dark Seas of Shiryen
Daril's Timewalker

Daril's Timewalker {3}{U}{U}

Creature - Illusion
At the beginning of each opponent's upkeep, exile Daril's Timewalker and up to one other target nonland permanent you control, then return those cards to the battlefield under their owner's control.
3/3
  • Zero
Daril, Agent of Time

Daril, Agent of Time {2}{U}{U}

Legendary Planeswalker - Daril
[+1]: Until your next upkeep, creatures can't attack you or planeswalkers you control unless their controller pays {2} for each of those creatures.
[–2]: Look at the top two cards of target player's library. Put any number of them on top of that library and the rest on the bottom in any order.
[–6]: Return all nonland permanents you don't control to their owners' hands.
Loyalty:
3
  • Zero
Daring Adventurer

Daring Adventurer {G}

Creature - Human Warrior
Trample
Cadence (Whenever you cast a spell, if its mana value is greater than this creature's power, put a +1/+1 counter on this creature.)
A modern day warrior.
0/1
  • Love Song
Daring Cavalier

Daring Cavalier {3}{G}

Creature - Human Warrior
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
As long as Daring Cavalier is renowned, it has trample.
4/2
  • Rail War
Daring Skythief

Daring Skythief {W}

Creature - Human Pirate
Whenever Daring Skythief crews a Vehicle, that Vehicle gains flying until end of turn.
“Gimme a couple of minutes and a bottle of elbow grease, and I'll fly anything.”
2/1
  • Storytime
Daring Windraider

Daring Windraider {3}{U/R}

Creature - Human Rogue
At the beginning of combat on your turn, you may exile an instant or sorcery card from your graveyard. If you do, another target Pirate or Rogue gains flying until end of turn.
The Windraiders clashed with Esmerie's Skysworn above Yroncaster.
2/4
  • The Petals Wilt
Dark Apprentice

Dark Apprentice {4}{B}

Creature - Human Warlock
When Dark Apprentice enters, mill three cards, then return a creature card from your graveyard to your hand.
Darna's laboratory was filled with some of Alratha's greatest minds, before it was reduced to rubble.
3/3
  • Riddles of Revio
Dark Ascension

Dark Ascension {2}{B}{B}{B}

Enchantment
When Dark Ascension enters, if you cast it, all creatures get -13/-13 until end of turn.
Whenever you cast a black spell, Dark Ascension deals X damage to any target and you gain X life, where X is the number of black mana symbols in that spell's mana cost.
The gloom of night grips tightly at the hope of all mortal hearts.
  • Innistrad In Memoriam
Dark Behemoth

Dark Behemoth {3}{B}

Riddle Artifact Creature - Construct
Indestructible
When Dark Behemoth dies, return another target creature card from your graveyard to the battlefield.
1/1
Dark Desire

Dark Desire {3}{B}

Enchantment - Aura
Enchant creature
When Dark Desire enters, target player discards a card.
Whenever enchanted creature deals combat damage to a player, you draw a card and you lose 1 life.
  • K15 Core Set
Dark Harvester

Dark Harvester {3}{B}

Creature - Spirit
Flying
Whenever you gain life, target creature an opponent controls gets -1/-1 until end of turn.
It craves to understand life, oblivious to the cost of its curiosity.
1/4
  • Glacia: Hail to the Queen
Dark Huntress

Dark Huntress {3}{B}{B}{B}

Creature - Demon
Bloodprice {4}{B} (You may cast this card by sacrificing a creature and paying its bloodprice.)
At the beginning of your upkeep, if there are five or more creature cards in your graveyard, create a 2/2 black Demon creature token.
6/6
  • Descent from the Highlands
Dark Rite Cultist

Dark Rite Cultist {B}

Creature - Human Wizard
{B}, {T}, Pay 1 life, Discard a card, Sacrifice Dark Rite Cultist and another creature: Create a 5/5 black Demon creature token with flying.
0/1
Dark Seas of Shiryen

Dark Seas of Shiryen {3}{U}

Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 1/1 blue Pirate creature token or a 2/2 white Dwarf creature token.
III — Until end of turn, creatures you control gain “Whenever this creature attacks, draw a card, then discard a card unless this creature is a Pirate.”
  • Over the Horizon
Darkened Rites

Darkened Rites {1}{B}{B}

Enchantment
Whenever a creature becomes the target of a spell or ability you control, you may destroy that creature. If you do, you lose 2 life.
If you would return a creature card from your graveyard to your hand, you may return it to the battlefield instead. If you do, you lose 2 life.
Between a machi and a kalku there's only one decision.
  • Road to Carü Mapu
Darksand Acolyte

Darksand Acolyte {1}{B}

Creature - Fox Cleric
At the beginning of each end step, you gain X life and each opponent loses X life, where X is the number of times you gained life this turn.
{2}{B}: Darksand Acolyte gains indestructible and lifelink until end of turn.
2/3
Darksteel Mirror

Darksteel Mirror {6}

Artifact
You may have Darksteel Mirror enter as a copy of any permanent on the battlefield, except it has indestructible in addition to its other abilities.
  • MSEM Masters: Legends
Darkwing Wretch

Darkwing Wretch {U}{B}

Creature - Bird
Flying
At the beginning of your upkeep, if you have at least two more cards in hand than any opponent, scry 1.
2/1
Card has other part: Easy Peckings
  • Kahembo: Olde Dawn