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Captured by Lagacs
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When this Aura enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
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Captured by the Consulate
  ( 4)
Enchantment — Aura
Enchant creature you don't control Enchanted creature can't attack. Whenever an opponent casts a spell, if it has a single target, change the target to enchanted creature if able.
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Captured Sunlight
   ( 4)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) You gain 4 life.
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Caradora, Heart of Alacria
   ( 4)
Legendary Creature — Human Knight
(4/2)
When Caradora enters, you may search your library for a Mount or Vehicle card, reveal it, put it into your hand, then shuffle. If one or more +1/+1 counters would be put on a creature or Vehicle you control, that many plus one +1/+1 counters are put on it instead.
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Carapace
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2. Sacrifice this Aura: Regenerate enchanted creature.
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Carapace Forger
  ( 2)
Creature — Elf Artificer
(2/2)
Metalcraft — This creature gets +2/+2 as long as you control three or more artifacts.
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Caravan Escort
 ( 1)
Creature — Human Knight
(1/1)
Level up ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 2/2 LEVEL 5+ 5/5 First strike
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Caravan Hurda
  ( 5)
Creature — Giant
(1/5)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Caravan Vigil
 ( 1)
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Morbid — You may put that card onto the battlefield instead of putting it into your hand if a creature died this turn.
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Carbonize
  ( 3)
Instant
Carbonize deals 3 damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.
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Cardboard Carapace
  ( 6)
Enchantment — Aura
Enchant creature For each other card named Cardboard Carapace you have with you outside the game, enchanted creature gets +1/+1.
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Cardpecker
  ( 2)
Creature — Bird
(1{1/2}/1)
Flying Gotcha — If an opponent touches the table with their hand, you may say "Gotcha" When you do, return this card from your graveyard to your hand.
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Careening Mine Cart
 ( 3)
Artifact — Vehicle
(3/3)
Whenever this Vehicle attacks, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.") Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Carefree Swinemaster
  ( 3)
Creature — Gnome Ranger
(1/4)
Whenever this creature attacks, you may pay  . If you do, create a 2/2 green Boar creature token that's tapped and attacking.
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Careful Consideration
   ( 4)
Instant
Target player draws four cards, then discards three cards. If you cast this spell during your main phase, instead that player draws four cards, then discards two cards.
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Careful Study
 ( 1)
Sorcery
Draw two cards, then discard two cards.
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Caregiver
 ( 1)
Creature — Human Cleric
(1/1)
, Sacrifice a creature: Prevent the next 1 damage that would be dealt to any target this turn.
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Careless Celebrant
  ( 2)
Creature — Satyr Shaman
(2/1)
When this creature dies, it deals 2 damage to target creature or planeswalker an opponent controls.
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Caress of Phyrexia
   ( 5)
Sorcery
Target player draws three cards, loses 3 life, and gets three poison counters.
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Caretaker's Talent
  ( 3)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. : Level 2
//Level_2// When this Class becomes level 2, create a token that's a copy of target token you control.  : Level 3
//Level_3// Creature tokens you control get +2/+2.
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Caribou Range
   ( 4)
Enchantment — Aura
Enchant land you control Enchanted land has " , : Create a 0/1 white Caribou creature token." Sacrifice a Caribou token: You gain 1 life.
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Carmen, Cruel Skymarcher
   ( 5)
Legendary Creature — Vampire Soldier
(2/2)
Flying Whenever a player sacrifices a permanent, put a +1/+1 counter on Carmen and you gain 1 life. Whenever Carmen attacks, return up to one target permanent card with mana value less than or equal to Carmen's power from your graveyard to the battlefield.
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Carnage Gladiator
   ( 4)
Creature — Skeleton Warrior
(4/2)
Whenever a creature blocks, that creature's controller loses 1 life.   : Regenerate this creature.
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Carnage Interpreter
   ( 3)
Creature — Devil Detective
(3/3)
When this creature enters, discard your hand, then investigate four times. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") As long as you have one or fewer cards in hand, this creature gets +2/+2 and has menace.
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Carnage Tyrant
   ( 6)
Creature — Dinosaur
(7/6)
This spell can't be countered. Trample, hexproof
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Carnage Wurm
  ( 7)
Creature — Wurm
(6/6)
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters with three +1/+1 counters on it.) Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Carnassid
   ( 6)
Creature — Beast
(5/4)
Trample  : Regenerate this creature.
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Carnifex Demon
   ( 6)
Creature — Phyrexian Demon
(6/6)
Flying This creature enters with two -1/-1 counters on it. , Remove a -1/-1 counter from this creature: Put a -1/-1 counter on each other creature.
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Carnival Barker
  ( 3)
Creature — Dog Employee
(3/3)
: You have thirty seconds to laud a creature you control to any people outside the game. Until end of turn, that creature gains trample and haste and gets +X/+0, where X is the number of those people who applauded. Activate only as a sorcery and only once.
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Carnival Carnivore
  ( 6)
Creature — Alien Crab Horror
(4/6)
Deathtouch When this creature enters, you get , then you may put a sticker on a nonland permanent you own.
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Carnival Elephant Meteor
( 0)
Stickers
2 — Sacrifice this permanent: Draw two cards. 3 — Whenever this creature attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) 2 — 4/1 5 — 8/7
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Carnival Hellsteed
   ( 6)
Creature — Nightmare Horse
(5/4)
First strike, haste Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
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Carnival of Souls
  ( 2)
Enchantment
Whenever a creature enters, you lose 1 life and add .
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Carnivorous Canopy
  ( 3)
Sorcery
Destroy target artifact, enchantment, or creature with flying. If that permanent's mana value was 3 or less, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Carnivorous Death-Parrot
  ( 2)
Creature — Bird
(2/2)
Flying At the beginning of your upkeep, sacrifice this creature unless you say its flavor text.
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Carnophage
 ( 1)
Creature — Zombie
(2/2)
At the beginning of your upkeep, tap this creature unless you pay 1 life.
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Carom
  ( 2)
Instant
The next 1 damage that would be dealt to target creature this turn is dealt to another target creature instead. Draw a card.
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Carpet of Flowers
 ( 1)
Enchantment
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
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Carrier Pigeons
  ( 4)
Creature — Bird
(1/1)
Flying When this creature enters, draw a card at the beginning of the next turn's upkeep.
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Carrier Thrall
  ( 2)
Creature — Vampire
(2/1)
When this creature dies, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ."
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Carrion
   ( 3)
Instant
As an additional cost to cast this spell, sacrifice a creature. Create X 0/1 black Insect creature tokens, where X is the sacrificed creature's power.
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Carrion Ants
   ( 4)
Creature — Insect
(0/1)
: This creature gets +1/+1 until end of turn.
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Carrion Call
  ( 4)
Instant
Create two 1/1 green Phyrexian Insect creature tokens with infect. (They deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Carrion Crow
  ( 3)
Creature — Zombie Bird
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) This creature enters tapped.
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Carrion Cruiser
  ( 3)
Artifact — Vehicle
(3/2)
When this Vehicle enters, mill two cards. Then return a creature or Vehicle card from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.) Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Carrion Feeder
 ( 1)
Creature — Zombie
(1/1)
This creature can't block. Sacrifice a creature: Put a +1/+1 counter on this creature.
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Carrion Grub
  ( 4)
Creature — Insect
(0/5)
This creature gets +X/+0, where X is the greatest power among creature cards in your graveyard. When this creature enters, mill four cards. (Put the top four cards of your library into your graveyard.)
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Carrion Howler
  ( 4)
Creature — Zombie Wolf
(2/2)
Pay 1 life: This creature gets +2/-1 until end of turn.
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Carrion Imp
  ( 4)
Creature — Imp
(2/3)
Flying When this creature enters, you may exile target creature card from a graveyard. If you do, you gain 2 life.
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Carrion Locust
  ( 3)
Creature — Insect Horror
(2/1)
Flying When this creature enters, exile target card from an opponent's graveyard. If it was a creature card, that player loses 1 life.
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Carrion Rats
 ( 1)
Creature — Rat
(2/1)
Whenever this creature attacks or blocks, any player may exile a card from their graveyard. If a player does, this creature assigns no combat damage this turn.
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Carrion Wall
   ( 3)
Creature — Wall
(3/2)
Defender (This creature can't attack.)  : Regenerate this creature.
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Carrion Wurm
   ( 5)
Creature — Zombie Wurm
(6/5)
Whenever this creature attacks or blocks, any player may exile three cards from their graveyard. If a player does, this creature assigns no combat damage this turn.
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Carrot Cake
  ( 2)
Artifact — Food
When this artifact enters and when you sacrifice it, create a 1/1 white Rabbit creature token and scry 1. (Look at the top card of your library. You may put that card on the bottom.) , , Sacrifice this artifact: You gain 3 life.
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Carry Away
  ( 2)
Enchantment — Aura
Enchant Equipment When this Aura enters, unattach enchanted Equipment. You control enchanted Equipment.
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Cartel Aristocrat
  ( 2)
Creature — Human Advisor
(2/2)
Sacrifice another creature: This creature gains protection from the color of your choice until end of turn.
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Carth the Lion
   ( 4)
Legendary Creature — Human Warrior
(3/5)
Whenever Carth enters or a planeswalker you control dies, look at the top seven cards of your library. You may reveal a planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Planeswalkers' loyalty abilities you activate cost an additional +1 to activate.
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Cartographer
  ( 3)
Creature — Human
(2/2)
When this creature enters, you may return target land card from your graveyard to your hand.
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Cartographer's Companion
 ( 3)
Artifact Creature — Gnome
(2/1)
When this creature enters, create a Map token. (It's an artifact with " , , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
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Cartographer's Hawk
  ( 2)
Creature — Bird
(2/1)
Flying When this creature deals combat damage to a player who controls more lands than you, return it to its owner's hand. If you do, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Cartographer's Survey
  ( 4)
Sorcery
Look at the top seven cards of your library. Put up to two land cards from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
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Cartouche of Ambition
  ( 3)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may put a -1/-1 counter on target creature. Enchanted creature gets +1/+1 and has lifelink.
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Cartouche of Knowledge
  ( 2)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, draw a card. Enchanted creature gets +1/+1 and has flying.
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Cartouche of Solidarity
 ( 1)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, create a 1/1 white Warrior creature token with vigilance. Enchanted creature gets +1/+1 and has first strike. (It deals combat damage before creatures without first strike.)
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Cartouche of Strength
  ( 3)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.
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Cartouche of Zeal
 ( 1)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste. (It can attack and no matter when it came under your control.)
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Carven Caryatid
   ( 3)
Creature — Spirit
(2/5)
Defender (This creature can't attack.) When this creature enters, draw a card.
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Cascade Seer
  ( 4)
Creature — Merfolk Wizard
(3/3)
When this creature enters, scry X, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Cascading Cataracts
( 0)
Land
Indestructible : Add .
, : Add five mana in any combination of colors.
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Case File Auditor
  ( 3)
Creature — Human Detective
(1/4)
When this creature enters and whenever you solve a Case, look at the top six cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. You may spend mana as though it were mana of any color to cast Case spells.
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Case of the Burning Masks
   ( 3)
Enchantment — Case
When this Case enters, it deals 3 damage to target creature an opponent controls. To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
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Case of the Crimson Pulse
  ( 3)
Enchantment — Case
When this Case enters, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
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Case of the Filched Falcon
 ( 1)
Enchantment — Case
When this Case enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") To solve — You control three or more artifacts. (If unsolved, solve at the beginning of your end step.) Solved —  , Sacrifice this Case: Put four +1/+1 counters on target noncreature artifact. It becomes a 0/0 Bird creature with flying in addition to its other types.
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Case of the Gateway Express
  ( 2)
Enchantment — Case
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature. To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.) Solved — Creatures you control get +1/+0.
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Case of the Gorgon's Kiss
 ( 1)
Enchantment — Case
When this Case enters, destroy up to one target creature that was dealt damage this turn. To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.) Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.
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Case of the Locked Hothouse
  ( 4)
Enchantment — Case
You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
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Case of the Pilfered Proof
  ( 2)
Enchantment — Case
Whenever a Detective you control enters or is turned face up, put a +1/+1 counter on it. To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.) Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with " , Sacrifice this token: Draw a card.")
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Case of the Ransacked Lab
  ( 3)
Enchantment — Case
Instant and sorcery spells you cast cost less to cast. To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast an instant or sorcery spell, draw a card.
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Case of the Shattered Pact
 ( 2)
Enchantment — Case
When this Case enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
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Case of the Shifting Visage
   ( 3)
Enchantment — Case
At the beginning of your upkeep, surveil 1. To solve — There are fifteen or more cards in your graveyard. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast a nonlegendary creature spell, copy that spell. (The copy becomes a token.)
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Case of the Stashed Skeleton
  ( 2)
Enchantment — Case
When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.) To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.) Solved —  , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
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Case of the Trampled Garden
  ( 3)
Enchantment — Case
When this Case enters, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
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Case of the Uneaten Feast
 ( 1)
Enchantment — Case
Whenever a creature you control enters, you gain 1 life. To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
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Case the Joint
  ( 4)
Instant
Draw two cards, then look at the top card of each player's library.
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Cass, Hand of Vengeance
   ( 4)
Legendary Creature — Human Ranger
(4/3)
Vigilance Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
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Cast Down
  ( 2)
Instant
Destroy target nonlegendary creature.
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Cast into Darkness
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0 and can't block.
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Cast into the Fire
  ( 2)
Instant
Choose one — • Cast into the Fire deals 1 damage to each of up to two target creatures. • Exile target artifact.
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