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Charming Prince
  ( 2)
Creature — Human Noble
(2/2)
When this creature enters, choose one — • Scry 2. • You gain 3 life. • Exile another target creature you own. Return it to the battlefield under your control at the beginning of the next end step.
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Charming Scoundrel
  ( 2)
Creature — Human Rogue
(1/1)
Haste When this creature enters, choose one — • Discard a card, then draw a card. • Create a Treasure token. • Create a Wicked Role token attached to target creature you control.
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Charnel Troll
   ( 3)
Creature — Troll
(4/4)
Trample At the beginning of your upkeep, exile a creature card from your graveyard. If you do, put a +1/+1 counter on this creature. Otherwise, sacrifice it.  , Discard a creature card: Put a +1/+1 counter on this creature.
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Charnelhoard Wurm
    ( 7)
Creature — Wurm
(6/6)
Trample Whenever this creature deals damage to an opponent, you may return target card from your graveyard to your hand.
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Charred Foyer // Warped Space (Charred Foyer)
  ( 4)
Enchantment — Room
At the beginning of your upkeep, exile the top card of your library. You may play it this turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Charred Graverobber
  ( 3)
Creature — Skeleton Mercenary
(3/1)
When this creature enters, return target outlaw card from your graveyard to your hand. Escape—  , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with a +1/+1 counter on it.
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Char-Rumbler
   ( 4)
Creature — Elemental
(-1/3)
Double strike : This creature gets +1/+0 until end of turn.
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Chart a Course
  ( 2)
Sorcery
Draw two cards. Then discard a card unless you attacked this turn.
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Chartooth Cougar
  ( 6)
Creature — Cat Beast
(4/4)
: This creature gets +1/+0 until end of turn.
Mountaincycling ( , Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
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Chasm Drake
  ( 5)
Creature — Drake
(3/3)
Flying Whenever this creature attacks, target creature you control gains flying until end of turn.
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Chasm Guide
  ( 4)
Creature — Goblin Scout Ally
(3/2)
Rally — Whenever this creature or another Ally you control enters, creatures you control gain haste until end of turn.
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Chasm Skulker
  ( 3)
Creature — Squid Horror
(1/1)
Whenever you draw a card, put a +1/+1 counter on this creature. When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
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Chastise
  ( 4)
Instant
Destroy target attacking creature. You gain life equal to its power.
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Chatter of the Squirrel
 ( 1)
Sorcery
Create a 1/1 green Squirrel creature token. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Chatterfang, Squirrel General
  ( 3)
Legendary Creature — Squirrel Warrior
(3/3)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead. , Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.
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Chatterstorm
  ( 2)
Sorcery
Create a 1/1 green Squirrel creature token. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Chatzuk, Mighty Guitarist (playtest)
   ( 3)
Legendary Creature — — Human Bard
(2/2)
Banding (Just ask around until you find someone who knows.) Creature spells you cast with banding cost less to cast. Whenever two or more creatures you control attack in a band, each creature in that band gets +1/+1 until end of turn for each creature in that band.
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Chea, Friend to Maybe Too Many (playtest)
    ( 4)
Legendary Creature — — Human Wizard
(2/4)
Familiar spells you cast have flash. (Bats, Birds, Cats, Dragons, Faeries, Foxes, Frogs, Imps, Lizards, and Spiders are familiars, as well as any creature with "Familiar" in its name.) : Add X and each opponent loses X life, where X is the number of familiars you control.
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Cheap Ass
  ( 2)
Creature — Donkey Townsfolk
(1/3{1/2})
Spells you cast cost o½ less to cast.
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Cheatyface
   ( 3)
Creature — Efreet
(2/2)
If Cheatyface is in your hand, you may sneak Cheatyface onto the battlefield. If an opponent catches you right away, that player may exile Cheatyface. Flying
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Check for Traps
  ( 2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
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Checks and Balances
  ( 3)
Enchantment
Cast this spell only if there are three or more players in the game. Whenever a player casts a spell, each of that player's opponents may discard a card. If they do, counter that spell.
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Cheering Fanatic
  ( 2)
Creature — Goblin
(2/2)
Whenever this creature attacks, choose a card name. Spells with the chosen name cost less to cast this turn.
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Chef's Kiss
   ( 3)
Instant
Gain control of target spell that targets only a single permanent or player. Copy it, then reselect the targets at random for the spell and the copy. The new targets can't be you or a permanent you control.
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Chemister's Insight
  ( 4)
Instant
Draw two cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Chemister's Trick
  ( 2)
Instant
Target creature you don't control gets -2/-0 until end of turn and attacks this turn if able. Overload   (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Cherished Hatchling
  ( 2)
Creature — Dinosaur
(2/1)
When this creature dies, you may cast Dinosaur spells this turn as though they had flash, and whenever you cast a Dinosaur spell this turn, it gains "When this creature enters, you may have it fight another target creature."
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Chevill, Bane of Monsters
  ( 2)
Legendary Creature — Human Rogue
(1/3)
Deathtouch At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls. Whenever a permanent an opponent controls with a bounty counter on it dies, you gain 3 life and draw a card.
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Chicken à la King
   ( 3)
Creature — Bird Noble
(2/2)
Whenever a 6 is rolled on a six-sided die, put a +1/+1 counter on each Bird. (You may roll dice only when instructed to.) Tap an untapped Bird you control: Roll a six-sided die. (Like now.)
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Chicken Egg
  ( 2)
Creature — Egg
(0/1)
At the beginning of your upkeep, roll a six-sided die. If you roll a 6, sacrifice this creature and create a 4/4 red Giant Bird creature token.
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Chicken Troupe
  ( 2)
Creature — Bird Performer
(2/2)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When this creature enters, you get , then you may put a sticker on a nonland permanent you own.
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Chief Engineer
  ( 2)
Creature — Vedalken Artificer
(1/3)
Artifact spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting an artifact spell pays for or one mana of that creature's color.)
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Chief of the Edge
  ( 2)
Creature — Human Warrior
(3/2)
Other Warrior creatures you control get +1/+0.
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Chief of the Foundry
 ( 3)
Artifact Creature — Construct
(2/3)
Other artifact creatures you control get +1/+1.
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Chief of the Scale
  ( 2)
Creature — Human Warrior
(2/3)
Other Warrior creatures you control get +0/+1.
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Chieftain en-Dal
   ( 3)
Creature — Human Knight
(2/2)
Whenever this creature attacks, attacking creatures gain first strike until end of turn.
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Child of Alara
     ( 5)
Legendary Creature — Avatar
(6/6)
Trample When Child of Alara dies, destroy all nonland permanents. They can't be regenerated.
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Child of the Pack
   ( 4)
Creature — Human Werewolf
(2/5)
  : Create a 2/2 green Wolf creature token.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Child of the Volcano
  ( 4)
Creature — Elemental
(3/3)
Trample At the beginning of your end step, if you descended this turn, put a +1/+1 counter on this creature. (You descended if a permanent card was put into your graveyard from anywhere.)
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Child of Thorns
 ( 1)
Creature — Spirit
(1/1)
Sacrifice this creature: Target creature gets +1/+1 until end of turn.
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Childhood Horror
  ( 4)
Creature — Horror
(2/2)
Flying Threshold — As long as seven or more cards are in your graveyard, this creature gets +2/+2 and can't block.
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Children of Korlis
 ( 1)
Creature — Human Rebel Cleric
(1/1)
Sacrifice this creature: You gain life equal to the life you've lost this turn. (Damage causes loss of life.)
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Chill
  ( 2)
Enchantment
Red spells cost more to cast.
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Chill Haunting
  ( 2)
Instant
As an additional cost to cast this spell, exile X creature cards from your graveyard. Target creature gets -X/-X until end of turn.
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Chill of Foreboding
  ( 3)
Sorcery
Each player mills five cards. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Chill of the Grave
  ( 3)
Instant
This spell costs less to cast if you control a Zombie. Tap target creature. It doesn't untap during its controller's next untap step. Draw a card.
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Chillbringer
  ( 5)
Creature — Elemental
(3/3)
Flying When this creature enters, tap target creature an opponent controls. It doesn't untap during its controller's next untap step.
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Chilling Apparition
  ( 3)
Creature — Spirit
(1/1)
: Regenerate this creature.
Whenever this creature deals combat damage to a player, that player discards a card.
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Chilling Chronicle
( 0)
Artifact
, : Tap target nonland permanent. Transform this artifact.
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Chilling Grasp
  ( 3)
Instant
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Chilling Shade
  ( 3)
Snow Creature — Shade
(1/1)
Flying : This creature gets +1/+1 until end of turn. ( can be paid with one mana from a snow source.)
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Chilling Trap
 ( 1)
Instant
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
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Chime of Night
  ( 2)
Enchantment — Aura
Enchant creature When this Aura is put into a graveyard from the battlefield, destroy target nonblack creature.
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Chimeric Coils
 ( 1)
Artifact
 : This artifact becomes an X/X Construct artifact creature. Sacrifice it at the beginning of the next end step.
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Chimeric Egg
 ( 3)
Artifact
Whenever an opponent casts a nonartifact spell, put a charge counter on this artifact. Remove three charge counters from this artifact: This artifact becomes a 6/6 Construct artifact creature with trample until end of turn.
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Chimeric Idol
 ( 3)
Artifact
: Tap all lands you control. This artifact becomes a 3/3 Turtle artifact creature until end of turn.
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Chimeric Mass
 ( 0)
Artifact
This artifact enters with X charge counters on it. : Until end of turn, this artifact becomes a Construct artifact creature with "This creature's power and toughness are each equal to the number of charge counters on it."
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Chimeric Sphere
 ( 3)
Artifact
: Until end of turn, this artifact becomes a 2/1 Construct artifact creature with flying.
: Until end of turn, this artifact becomes a 3/2 Construct artifact creature and loses flying.
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Chimeric Staff
 ( 4)
Artifact
: This artifact becomes an X/X Construct artifact creature until end of turn.
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Chimil, the Inner Sun
 ( 6)
Legendary Artifact
Spells you control can't be countered. At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Chimney Goyf (playtest)
  ( 5)
Creature — — Lhurgoyf Imp
(*/*+1)
Flying CARDNAME's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. When CARDNAME dies, target opponent puts a card from their hand on top of their library.
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Chimney Imp
  ( 5)
Creature — Imp
(1/2)
Flying When this creature dies, target opponent puts a card from their hand on top of their library.
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Chimney Rabble
  ( 4)
Creature — Phyrexian Goblin Warrior
(3/3)
Haste When this creature enters, create a 1/1 red Phyrexian Goblin creature token.
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Chipper Chopper
  ( 4)
Artifact Creature — Cyborg Rigger
(1/1)
Flying When this creature enters, you may sacrifice another artifact. If you do, put two +1/+1 counters on this creature and it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Chisei, Heart of Oceans
   ( 4)
Legendary Creature — Spirit
(4/4)
Flying At the beginning of your upkeep, sacrifice Chisei unless you remove a counter from a permanent you control.
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Chishiro, the Shattered Blade
   ( 4)
Legendary Creature — Snake Samurai
(4/4)
Whenever an Aura or Equipment you control enters, create a 2/2 red Spirit creature token with menace. At the beginning of your end step, put a +1/+1 counter on each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
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Chiss-Goria, Forge Tyrant
    ( 9)
Legendary Creature — Dragon
(5/4)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Flying, haste Whenever Chiss-Goria attacks, exile the top five cards of your library. You may cast an artifact spell from among them this turn. If you do, it has affinity for artifacts.
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Chitin Gravestalker
  ( 6)
Creature — Insect Warrior
(5/4)
This spell costs less to cast for each artifact and/or creature card in your graveyard. Cycling ( , Discard this card: Draw a card.)
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Chitinous Cloak
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.) Equip 
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Chittering Dispatcher
  ( 3)
Creature — Eldrazi Drone
(2/3)
Devoid (This card has no color.) Myriad When this creature leaves the battlefield, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
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Chittering Doom
  ( 4)
Enchantment
Whenever you roll a 4 or higher on a die, create a 1/1 green Squirrel creature token.
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Chittering Harvester
  ( 6)
Creature — Nightmare
(4/6)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, each opponent sacrifices a creature of their choice.
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Chittering Host
( 0)
Creature — Eldrazi Horror
(5/6)
Haste Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, other creatures you control get +1/+0 and gain menace until end of turn.
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Chittering Rats
   ( 3)
Creature — Rat
(2/2)
When this creature enters, target opponent puts a card from their hand on top of their library.
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Chittering Skitterling
  ( 3)
Creature — Phyrexian Rat
(1/4)
Corrupted — Sacrifice an artifact or creature: Draw a card. Activate only if an opponent has three or more poison counters and only once each turn.
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Chittering Witch
  ( 4)
Creature — Human Warlock
(2/2)
When this creature enters, create a number of 1/1 black Rat creature tokens equal to the number of opponents you have.  , Sacrifice a creature: Target creature gets -2/-2 until end of turn.
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Chitterspitter
  ( 3)
Artifact
At the beginning of your upkeep, you may sacrifice a token. If you do, put an acorn counter on this artifact. Squirrels you control get +1/+1 for each acorn counter on this artifact. , : Create a 1/1 green Squirrel creature token.
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Chivalric Alliance
  ( 2)
Enchantment
Whenever you attack with two or more creatures, draw a card. , Discard a card: Create a 2/2 white and blue Knight creature token with vigilance.
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Chivalrous Chevalier
  ( 5)
Artifact Creature — Cyborg Knight
(3/3)
Flying When this creature enters, return a creature you control to its owner's hand unless you compliment an opponent.
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Chlorophant
   ( 3)
Creature — Elemental
(1/1)
At the beginning of your upkeep, you may put a +1/+1 counter on this creature. Threshold — As long as seven or more cards are in your graveyard, this creature has "At the beginning of your upkeep, you may put another +1/+1 counter on this creature."
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Cho-Arrim Bruiser
  ( 6)
Creature — Ogre Rebel
(3/4)
Whenever this creature attacks, you may tap up to two target creatures.
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Cho-Arrim Legate
  ( 3)
Creature — Human Soldier
(1/2)
If an opponent controls a Swamp and you control a Plains, you may cast this spell without paying its mana cost. Protection from black
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Choice of Damnations
  ( 6)
Sorcery — Arcane
Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents of their choice.
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Choice of Fortunes
  ( 3)
Sorcery
Seek two cards. You may shuffle them into your library. If you do, seek two cards. You have no maximum hand size for the rest of the game.
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Choke
  ( 3)
Enchantment
Islands don't untap during their controllers' untap steps.
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Choked Estuary
( 0)
Land
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped. : Add or .
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Choking Fumes
  ( 3)
Instant
Put a -1/-1 counter on each attacking creature.
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Choking Miasma
   ( 3)
Sorcery
Kicker (You may pay an additional as you cast this spell.) If this spell was kicked, put a +1/+1 counter on a creature you control. All creatures get -2/-2 until end of turn.
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Choking Restraints
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.   , Sacrifice this Aura: Exile enchanted creature.
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Choking Sands
   ( 3)
Sorcery
Destroy target non-Swamp land. If that land was nonbasic, Choking Sands deals 2 damage to the land's controller.
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