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Camera Launcher
 ( 3)
Artifact Creature — Construct
(2/2)
Exhaust — : Put a +1/+1 counter on this creature. Create a 1/1 colorless Thopter artifact creature token with flying. (Activate each exhaust ability only once.)
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Camouflage
 ( 1)
Instant
Cast this spell only during your declare attackers step. This turn, instead of declaring blockers, each defending player chooses any number of creatures they control and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures those players control that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. (Piles can be empty.)
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Campaign of Vengeance
   ( 5)
Enchantment
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.
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Campus Guide
 ( 2)
Artifact Creature — Golem
(2/1)
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
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Campus Renovation
   ( 5)
Sorcery
Return up to one target artifact or enchantment card from your graveyard to the battlefield. Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
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Canal Courier
  ( 6)
Creature — Human Rogue
(3/5)
When this creature enters, you become the monarch. Whenever this creature and another creature attack different players, this creature can't be blocked this combat.
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Canal Dredger
 ( 4)
Artifact Creature — Construct
(1/5)
Draft this card face up. Each player passes the last card from each booster pack to a player who drafted a card named Canal Dredger. : Put target card from your graveyard on the bottom of your library.
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Candlegrove Witch
  ( 2)
Creature — Human Warlock
(2/2)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains flying until end of turn.
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Candlekeep Inspiration
  ( 5)
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
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Candlekeep Sage
  ( 3)
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
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Candlelight Vigil
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has vigilance.
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Candlelit Cavalry
  ( 5)
Creature — Human Knight
(5/5)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains trample until end of turn.
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Candles' Glow
  ( 2)
Instant — Arcane
Prevent the next 3 damage that would be dealt to any target this turn. You gain life equal to the damage prevented this way. Splice onto Arcane  (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Candles of Leng
 ( 2)
Artifact
, : Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.
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Candlestick
 ( 1)
Artifact — Clue Equipment
Equipped creature gets +1/+1 and has "Whenever this creature attacks, surveil 2." (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) , Sacrifice this Equipment: Draw a card.
Equip 
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Candletrap
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has defender. Prevent all combat damage that would be dealt by enchanted creature. Coven —  , Sacrifice this Aura: Exile enchanted creature. Activate only if you control three or more creatures with different powers.
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Candy Grapple
  ( 2)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Target creature gets -3/-3 until end of turn. If this spell was bargained, that creature gets -5/-5 until end of turn instead.
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Candy Trail
 ( 1)
Artifact — Food Clue
When this artifact enters, scry 2. , , Sacrifice this artifact: You gain 3 life and draw a card.
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Canker Abomination
   ( 4)
Creature — Treefolk Horror
(6/6)
As this creature enters, choose an opponent. This creature enters with a -1/-1 counter on it for each creature that player controls.
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Cankerbloom
  ( 2)
Creature — Phyrexian Fungus
(3/2)
, Sacrifice this creature: Choose one —
• Destroy target artifact. • Destroy target enchantment. • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Cannibalize
  ( 2)
Sorcery
Choose two target creatures controlled by the same player. Exile one of those creatures and put two +1/+1 counters on the other.
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Canonized in Blood
  ( 2)
Enchantment
At the beginning of your end step, if you descended this turn, put a +1/+1 counter on target creature you control. (You descended if a permanent card was put into your graveyard from anywhere.)   , Sacrifice this enchantment: Create a 4/3 white and black Vampire Demon creature token with flying.
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Canoptek Scarab Swarm
 ( 4)
Artifact Creature — Insect
(1/1)
Flying Feeder Mandibles — When this creature enters, exile target player's graveyard. For each artifact or land card exiled this way, create a 1/1 colorless Insect artifact creature token with flying.
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Canoptek Spyder
 ( 5)
Artifact Creature — Spider
(4/4)
Flying Fabricator Claw Array — Whenever another nontoken artifact creature or Vehicle you control enters, draw a card.
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Canoptek Tomb Sentinel
 ( 4)
Artifact Creature — Insect
(4/3)
Vigilance Exile Cannon — When this creature enters from a graveyard, exile up to one target nonland permanent. Unearth ( : Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Canoptek Wraith
 ( 3)
Artifact Creature — Wraith
(2/1)
Wraith Form — This creature can't be blocked. Transdimensional Scout — When this creature deals combat damage to a player, you may pay and sacrifice it. If you do, choose a land you control. Then search your library for up to two basic land cards which have the same name as the chosen land, put them onto the battlefield tapped, then shuffle.
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Canopy Baloth
  ( 4)
Creature — Beast
(4/3)
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
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Canopy Claws
 ( 1)
Instant
Target creature loses flying until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Canopy Cover
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by creatures with flying or reach. Enchanted creature can't be the target of spells or abilities your opponents control.
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Canopy Crawler
  ( 4)
Creature — Beast
(2/2)
Amplify 1 <I>(As this creature enters, put a +1/+1 counter on it for each Beast card you reveal in your hand.)</I> : Target creature gets +1/+1 until end of turn for each +1/+1 counter on this creature.
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Canopy Dragon
   ( 6)
Creature — Dragon
(4/4)
Trample  : This creature gains flying and loses trample until end of turn.
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Canopy Gargantuan
   ( 7)
Creature — Dragon
(7/7)
Flying, ward  At the beginning of your upkeep, put a number of +1/+1 counters on each other creature you control equal to that creature's toughness.
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Canopy Spider
  ( 2)
Creature — Spider
(1/3)
Reach (This creature can block creatures with flying.)
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Canopy Stalker
  ( 4)
Creature — Cat
(4/2)
This creature must be blocked if able. When this creature dies, you gain 1 life for each creature that died this turn.
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Canopy Surge
  ( 2)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If this spell was kicked, it deals 4 damage to each creature with flying and each player instead.
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Canopy Vista
( 0)
Land — Forest Plains
( : Add or .) This land enters tapped unless you control two or more basic lands.
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Can't Quite Recall (playtest)
 ( 1)
Instant
Forbidden (This card can't be in your starting deck. Yes, you read that right. You need to figure out a way to get it into the game without it being in your deck.) Target player draws three cards.
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Can't Stay Away
  ( 2)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead." Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cantivore
   ( 3)
Creature — Lhurgoyf
(*/*)
Vigilance Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
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Canyon Crab
  ( 2)
Creature — Crab
(0/5)
 : This creature gets +2/-2 until end of turn.
At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card.
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Canyon Drake
   ( 4)
Creature — Drake
(1/2)
Flying , Discard a card at random: This creature gets +2/+0 until end of turn.
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Canyon Jerboa
  ( 3)
Creature — Mouse
(1/2)
Landfall — Whenever a land you control enters, creatures you control get +1/+1 until end of turn.
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Canyon Vaulter
  ( 2)
Creature — Kor Pilot
(3/1)
Whenever this creature saddles a Mount or crews a Vehicle during your main phase, that Mount or Vehicle gains flying until end of turn.
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Canyon Wildcat
  ( 2)
Creature — Cat
(2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Cao Cao, Lord of Wei
   ( 5)
Legendary Creature — Human Soldier
(3/3)
: Target opponent discards two cards. Activate only during your turn, before attackers are declared.
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Cao Ren, Wei Commander
   ( 4)
Legendary Creature — Human Soldier Warrior
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Cao Ren enters, you lose 3 life.
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Caparocti Sunborn
   ( 4)
Legendary Creature — Human Soldier
(4/4)
Whenever Caparocti Sunborn attacks, you may tap two untapped artifacts and/or creatures you control. If you do, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 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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Capashen Knight
  ( 2)
Creature — Human Knight
(1/1)
First strike (This creature deals combat damage before creatures without first strike.)  : This creature gets +1/+0 until end of turn.
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Capashen Standard
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. , Sacrifice this Aura: Draw a card.
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Capashen Templar
  ( 3)
Creature — Human Knight
(2/2)
: This creature gets +0/+1 until end of turn.
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Capenna Express
  ( 4)
Artifact — Vehicle
(6/6)
Sacrifice a Treasure: This Vehicle becomes an artifact creature until end of turn. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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capital offense
   ( 4)
instant
target creature gets -x/-x until end of turn, where x is the number of times a capital letter appears in its rules text. (ignore reminder text and flavor text.)
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Capital Punishment
   ( 6)
Sorcery
Council's dilemma — Starting with you, each player votes for death or taxes. Each opponent sacrifices a creature of their choice for each death vote and discards a card for each taxes vote.
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Caprichrome
  ( 4)
Artifact Creature — Goat
(2/2)
Flash Vigilance Devour artifact 1 (As this creature enters, you may sacrifice any number of artifacts. It enters with that many +1/+1 counters on it.)
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Capricious Efreet
   ( 6)
Creature — Efreet
(6/4)
At the beginning of your upkeep, choose target nonland permanent you control and up to two target nonland permanents you don't control. Destroy one of them at random.
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Capricious Hellraiser
    ( 6)
Creature — Phyrexian Dragon
(4/4)
This spell costs less to cast if you have nine or more cards in your graveyard. Flying When this creature enters, exile three cards at random from your graveyard. Choose a noncreature, nonland card from among them and copy it. You may cast the copy without paying its mana cost.
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Capricious Sliver
  ( 4)
Creature — Sliver
(3/3)
Sliver creatures you control have "Whenever this creature deals combat damage to a player, exile the top card of your library. You may play that card this turn."
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Capricious Sorcerer
  ( 3)
Creature — Human Wizard
(1/1)
: This creature deals 1 damage to any target. Activate only during your turn, before attackers are declared.
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Capricopian
  ( 1)
Creature — Goat Hydra
(0/0)
This creature enters with X +1/+1 counters on it. : Put a +1/+1 counter on this creature, then you may reselect which player this creature is attacking. Only the player this creature is attacking may activate this ability and only during the declare attackers step. (It can't attack its controller.)
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Capsize
   ( 3)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Return target permanent to its owner's hand.
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Captain Eberhart
  ( 2)
Legendary Creature — — Human Soldier
(1/1)
Double strike Spells cast from among cards you drew this turn cost less to cast. Spells cast from among cards your opponents drew this turn cost more to cast.
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Captain Howler, Sea Scourge
   ( 4)
Legendary Creature — Shark Pirate
(5/4)
Ward— , Pay 2 life. Whenever you discard one or more cards, target creature gets +2/+0 until end of turn for each card discarded this way. Whenever that creature deals combat damage to a player this turn, you draw a card.
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Captain Lannery Storm
  ( 3)
Legendary Creature — Human Pirate
(2/2)
Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.") Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
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Captain N'ghathrod
   ( 5)
Legendary Creature — Horror Pirate
(3/6)
Horrors you control have menace. Whenever a Horror you control deals combat damage to a player, that player mills that many cards. At the beginning of your end step, choose target artifact or creature card in an opponent's graveyard that was put there from their library this turn. Put it onto the battlefield under your control.
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Captain of the Mists
  ( 3)
Creature — Human Wizard
(2/3)
Whenever another Human you control enters, untap this creature.  , : You may tap or untap target permanent.
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Captain of the Watch
   ( 6)
Creature — Human Soldier
(3/3)
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When this creature enters, create three 1/1 white Soldier creature tokens.
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Captain of Umbar
  ( 3)
Creature — Human Pirate
(2/3)
, : Draw a card, then discard a card.
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Captain Rex Nebula
   ( 3)
Legendary Creature — Human Pilot Employee
(2/2)
At the beginning of combat on your turn, choose target nonland permanent you control. Until end of turn, it becomes a Vehicle artifact with base power and toughness each equal to its mana value, and it gains crew 2 and "Crash Land — Whenever this Vehicle deals damage, roll a six-sided die. If the result is equal to this Vehicle's mana value, sacrifice this Vehicle, then it deals that much damage to any target."
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Captain Ripley Vance
  ( 3)
Legendary Creature — Human Pirate
(3/2)
Whenever you cast your third spell each turn, put a +1/+1 counter on Captain Ripley Vance, then it deals damage equal to its power to any target.
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Captain Sisay
   ( 4)
Legendary Creature — Human Soldier
(2/2)
: Search your library for a legendary card, reveal that card, put it into your hand, then shuffle.
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Captain Storm, Cosmium Raider
  ( 2)
Legendary Creature — Human Pirate
(2/2)
Whenever an artifact you control enters, put a +1/+1 counter on target Pirate you control.
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Captain Vargus Wrath
  ( 2)
Legendary Creature — Orc Pirate
(1/1)
Whenever Captain Vargus Wrath attacks, Pirates you control get +1/+1 until end of turn for each time you've cast a commander from the command zone this game.
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Captain's Call
  ( 4)
Sorcery
Create three 1/1 white Soldier creature tokens.
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Captain's Claws
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature attacks, create a 1/1 white Kor Ally creature token that's tapped and attacking. Equip 
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Captain's Hook
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types. Whenever this Equipment becomes unattached from a permanent, destroy that permanent. Equip 
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Captain's Maneuver
   ( 2)
Instant
The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.
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Captivating Crew
  ( 4)
Creature — Human Pirate
(4/3)
 : Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
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Captivating Glance
  ( 3)
Enchantment — Aura
Enchant creature At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
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Captivating Gyre
   ( 6)
Sorcery
Return up to three target creatures to their owners' hands.
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Captivating Unicorn
  ( 5)
Creature — Unicorn
(4/4)
Constellation — Whenever an enchantment you control enters, tap target creature an opponent controls.
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Captivating Vampire
   ( 3)
Creature — Vampire
(2/2)
Other Vampire creatures you control get +1/+1. Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
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Captive Audience
   ( 7)
Enchantment
This enchantment enters under the control of an opponent of your choice. At the beginning of your upkeep, choose one that hasn't been chosen — • Your life total becomes 4. • Discard your hand. • Each opponent creates five 2/2 black Zombie creature tokens.
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Captive Flame
  ( 3)
Enchantment
: Target creature gets +1/+0 until end of turn.
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Capture Sphere
  ( 4)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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