33365 cards found
Darksteel Sentinel

Darksteel Sentinel {6}

Artifact Creature - Golem
Flash
Vigilance
Indestructible
3/3
Darksteel Splicer

Darksteel Splicer {6}{W}

Creature - Phyrexian Artificer
Whenever this creature or another nontoken Phyrexian you control enters, create X 3/3 colorless Phyrexian Golem artifact creature tokens, where X is the number of opponents you have.
Golems you control have indestructible.
1/1
  • March of the Machine Commander 13 100
Darkthicket Wolf

Darkthicket Wolf {1}{G}

Creature - Wolf
{2}{G}: This creature 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
Darkwatch Elves

Darkwatch Elves {2}{G}

Creature - Elf
Protection from black
Cycling {2}
2/2
  • Urza's Legacy
Darkwater Catacombs

Darkwater Catacombs

Land
{1}, {T}: Add {U}{B}.
Murky Otarian tides hide the forgotten treacheries of the Phyrexian war.
Darkwater Egg

Darkwater Egg {1}

Artifact
{2}, {T}, Sacrifice this artifact: Add {U}{B}. Draw a card.
"Do you thirst for knowledge no matter the cost?"
—Watnik, master glassblower
  • Odyssey
Darling of the Masses

Darling of the Masses {2}{G}{W}

Creature - Elf Citizen
Other Citizens you control get +1/+0.
Whenever this creature attacks, create a 1/1 green and white Citizen creature token.
The people flocked to the glittering parade, turning their backs on the threats in the shadows.
2/4
  • Streets of New Capenna
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 this Attraction, claim the prize!
Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice this Attraction, then open an Attraction.
Attraction Lights: 2, 3, 4, 6
Darting Merfolk

Darting Merfolk {1}{U}

Creature - Merfolk
{U}: Return this creature 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 this creature enters, you may search your library for a card named Daru Cavalier, reveal it, put it into your hand, then shuffle.
2/2
  • Onslaught
Daru Encampment

Daru Encampment

Land
{T}: Add {C}.
{W}, {T}: Target Soldier creature gets +1/+1 until end of turn.
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 Mender

Daru Mender {W}

Creature - Human Cleric
Morph {W}
When this creature is turned face up, regenerate target creature.
1/1
  • Legions
Daru Sanctifier

Daru Sanctifier {3}{W}

Creature - Human Cleric
Morph {1}{W}
When this creature 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
Daru Stinger

Daru Stinger {3}{W}

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

Daru Warchief {2}{W}{W}

Creature - Human Soldier
Soldier spells you cast cost {1} less to cast.
Soldier creatures you control get +1/+2.
His victories speak for him.
1/1
  • Scourge
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
Dashing Bloodsucker

Dashing Bloodsucker {3}{B}

Creature - Vampire Warrior
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 and gains lifelink until end of turn.
"There are worse things here than vampires."
2/5
  • Duskmourn: House of Horror
Daughter of Autumn

Daughter of Autumn {2}{G}{G}

Legendary Creature - Avatar
{W}: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead.
"Those who say that Serra is dead have never met the Autumn Willow's daughters. They are as kind and as generous as Serra would wish us to be."
—Gulsen, Abbey Matron
2/4
Related card: Apocalypse Chime
  • Homelands
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
Dauntless Aven

Dauntless Aven {2}{W}

Creature - Bird Warrior
Flying
Whenever this creature attacks, untap target creature you control.
In the chaos brought by the new gods, swift-winged aven served as pathfinders, leading the last of the people away from the ruins of Naktamun.
2/1
Dauntless Avenger
Bereaved Survivor

Dauntless Avenger

Creature - Human Soldier
(Color indicator: Dauntless Avenger is white)
Whenever this creature attacks, return target creature card with mana value 2 or less from your graveyard to the battlefield tapped and attacking.
"It was Sigarda who lifted me from despair and gave me the strength to fight on."
3/2
Card has other part: Bereaved Survivor
Dauntless Bodyguard

Dauntless Bodyguard {W}

Creature - Human Knight
As this creature enters, choose another creature you control.
Sacrifice this creature: The chosen creature gains indestructible until end of turn.
The Benalish aristocracy is hereditary, but the loyalty of its subjects is earned.
2/1
Related card: Raddic, Tal Zealot