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Cavern Whisperer
  ( 5)
Creature — Nightmare
(4/4)
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.) Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature mutates, each opponent discards a card.
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Cavern-Hoard Dragon
   ( 9)
Creature — Dragon
(6/6)
This spell costs less to cast, where X is the greatest number of artifacts an opponent controls. Flying, trample, haste Whenever this creature deals combat damage to a player, you create a Treasure token for each artifact that player controls.
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Cavernous Maw
( 0)
Land — Cave
: Add .
: This land becomes a 3/3 Elemental creature until end of turn. It's still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.
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Caverns of Despair
   ( 4)
World Enchantment
No more than two creatures can attack each combat. No more than two creatures can block each combat.
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Caves of Chaos Adventurer
  ( 4)
Creature — Human Barbarian
(5/3)
Trample When this creature enters, you take the initiative. Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
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Cayth, Famed Mechanist
    ( 4)
Legendary Creature — Dwarf Artificer
(3/3)
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.) Other nontoken creatures you control have fabricate 1. , : Choose one —
• Populate. • Proliferate.
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Cazur, Ruthless Stalker
  ( 4)
Legendary Creature — Human Warrior
(3/3)
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.) Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
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Cease // Desist (Cease)
  ( 2)
Instant
Exile up to two target cards from a single graveyard. Target player gains 2 life and draws a card.
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Cease-Fire
  ( 3)
Instant
Target player can't cast creature spells this turn. Draw a card.
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Ceaseless Searblades
  ( 4)
Creature — Elemental Warrior
(2/4)
Whenever you activate an ability of an Elemental, this creature gets +1/+0 until end of turn.
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Celeborn the Wise
  ( 4)
Legendary Creature — Elf Noble
(3/3)
Whenever you attack with one or more Elves, scry 1. Whenever you scry, Celeborn gets +1/+1 until end of turn for each card looked at while scrying this way.
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Celebr-8000
 ( 5)
Artifact Creature — Clown Robot
(3/3)
At the beginning of combat on your turn, roll two six-sided dice. For each result of 1, this creature gets +1/+1 until end of turn. For each other result, it gains the indicated ability until end of turn. If you rolled doubles, it also gains double strike until end of turn. • 2 — menace • 5 — flying • 3 — vigilance • 6 — indestructible • 4 — lifelink
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Celebrate the Harvest
  ( 4)
Sorcery
Search your library for up to X basic land cards, where X is the number of different powers among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
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Celebrity Fencer
  ( 4)
Creature — Elf Druid
(3/2)
Alliance — Whenever another creature you control enters, put a +1/+1 counter on this creature.
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Celestial Ancient
   ( 5)
Creature — Elemental
(3/3)
Flying Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control.
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Celestial Archon
   ( 5)
Enchantment Creature — Archon
(4/4)
Bestow   (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying, first strike Enchanted creature gets +4/+4 and has flying and first strike.
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Celestial Armor
  ( 3)
Artifact — Equipment
Flash (You may cast this spell any time you could cast an instant.) When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn. Equipped creature gets +2/+0 and has flying. Equip  ( : Attach to target creature you control. Equip only as a sorcery.)
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Celestial Convergence
   ( 4)
Enchantment
This enchantment enters with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from this enchantment. If there are no omen counters on this enchantment, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
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Celestial Crusader
   ( 4)
Creature — Spirit
(2/2)
Flash Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Flying Other white creatures get +1/+1.
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Celestial Dawn
   ( 3)
Enchantment
Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
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Celestial Flare
  ( 2)
Instant
Target player sacrifices an attacking or blocking creature of their choice.
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Celestial Force
    ( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, you gain 3 life.
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Celestial Gatekeeper
   ( 5)
Creature — Bird Cleric
(2/2)
Flying When this creature dies, exile it, then return up to two target Bird and/or Cleric permanent cards from your graveyard to the battlefield.
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Celestial Judgment
   ( 6)
Sorcery
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
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Celestial Kirin
   ( 4)
Legendary Creature — Kirin Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's mana value.
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Celestial Mantle
    ( 6)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3. Whenever enchanted creature deals combat damage to a player, double its controller's life total.
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Celestial Messenger
   ( 4)
Creature — Bird Spirit
(3/2)
Flash (You may cast this card any time you could cast an instant.) Flying This creature gets +1/+1 as long as you control a Yanling planeswalker.
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Celestial Regulator
   ( 3)
Creature — Angel Advisor
(2/3)
Flying When this creature enters, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
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Celestial Sword
 ( 6)
Artifact
, : Target creature you control gets +3/+3 until end of turn. Its controller sacrifices it at the beginning of the next end step.
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Celestial Unicorn
  ( 3)
Creature — Unicorn
(3/2)
Whenever you gain life, put a +1/+1 counter on this creature.
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Celestial Vault
  ( 2)
Artifact
, : Draft a card from Celestial Vault's spellbook and exile it face down.
, Sacrifice Celestial Vault: Put each card exiled with Celestial Vault into your hand.
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Celestine Cave Witch (playtest)
  ( 4)
Creature — — Human Warlock
(2/3)
When CARDNAME enters the battlefield, create two 1/1 black Insect creature tokens. Whenever CARDNAME attacks, you may sacrifice an Insect. When you do, curse defending player. (Create a black Aura Curse enchantment token that's attached to that player. It has enchant player and "At the beginning of your upkeep, you lose 1 life.")
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Celestine, the Living Saint
  ( 5)
Legendary Creature — Human Warrior
(3/4)
Flying, lifelink Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
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Celestus Sanctifier
  ( 3)
Creature — Human Cleric
(3/2)
If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard.
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Cellar Door
 ( 2)
Artifact
, : Target player puts the bottom card of their library into their graveyard. If it's a creature card, you create a 2/2 black Zombie creature token.
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Cement Shoes
 ( 1)
Artifact — Equipment
Equipped creature gets +3/+3 and has "At the beginning of your end step, tap this creature." Equipped creature doesn't untap during its controller's untap step. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Cemetery Desecrator
   ( 6)
Creature — Zombie
(4/4)
Menace When this creature enters or dies, exile another card from a graveyard. When you do, choose one — • Remove X counters from target permanent, where X is the mana value of the exiled card. • Target creature an opponent controls gets -X/-X until end of turn, where X is the mana value of the exiled card.
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Cemetery Gate
  ( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) Protection from black
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Cemetery Gatekeeper
  ( 2)
Creature — Vampire
(2/1)
First strike When this creature enters, exile a card from a graveyard. Whenever a player plays a land or casts a spell, if it shares a card type with the exiled card, this creature deals 2 damage to that player.
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Cemetery Illuminator
   ( 3)
Creature — Spirit
(2/3)
Flying Whenever this creature enters or attacks, exile a card from a graveyard. You may look at the top card of your library any time. Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
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Cemetery Protector
   ( 4)
Creature — Human Soldier
(3/4)
Flash When this creature enters, exile a card from a graveyard. Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
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Cemetery Prowler
   ( 3)
Creature — Wolf
(3/4)
Vigilance Whenever this creature enters or attacks, exile a card from a graveyard. Spells you cast cost less to cast for each card type they share with cards exiled with this creature.
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Cemetery Puca
   ( 3)
Creature — Shapeshifter
(1/2)
Whenever a creature dies, you may pay . If you do, this creature becomes a copy of that creature, except it has this ability.
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Cemetery Reaper
   ( 3)
Creature — Zombie
(2/2)
Other Zombie creatures you control get +1/+1.  , : Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
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Cemetery Recruitment
  ( 2)
Sorcery
Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card.
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Cemetery Tampering
  ( 3)
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
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Cenn's Enlistment
  ( 4)
Sorcery
Create two 1/1 white Kithkin Soldier creature tokens. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Cenn's Heir
  ( 2)
Creature — Kithkin Soldier
(1/1)
Whenever this creature attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.
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Cenn's Tactician
 ( 1)
Creature — Kithkin Soldier
(1/1)
, : Put a +1/+1 counter on target Soldier creature.
Each creature you control with a +1/+1 counter on it can block an additional creature each combat.
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Cenote Scout
 ( 1)
Creature — Merfolk Scout
(1/1)
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Censor
  ( 2)
Instant
Counter target spell unless its controller pays . Cycling ( , Discard this card: Draw a card.)
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Censorship
 ( 1)
Enchantment
As this enchantment enters, choose a word. Whenever a player says the chosen word, this enchantment deals 2 damage to that player.
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Centaur Archer
   ( 3)
Creature — Centaur Archer
(3/2)
: This creature deals 1 damage to target creature with flying.
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Centaur Battlemaster
   ( 5)
Creature — Centaur Warrior
(3/3)
Heroic — Whenever you cast a spell that targets this creature, put three +1/+1 counters on this creature.
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Centaur Chieftain
  ( 4)
Creature — Centaur
(3/3)
Haste Threshold — As long as seven or more cards are in your graveyard, this creature has "When this creature enters, creatures you control get +1/+1 and gain trample until end of turn."
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Centaur Healer
   ( 3)
Creature — Centaur Cleric
(3/3)
When this creature enters, you gain 3 life.
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Centaur Nurturer
  ( 4)
Creature — Centaur Druid
(2/4)
When this creature enters, you gain 3 life. : Add one mana of any color.
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Centaur of Attention
   ( 5)
Creature — Centaur Performer
(3/3)
When this creature enters, roll five six-sided dice and store those results on it. At the beginning of combat on your turn, you may reroll any number of this creature's stored results. This creature gets +X/+X, where X is the greatest number of stored results on it of the same value.
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Centaur Omenreader
  ( 4)
Snow Creature — Centaur Shaman
(3/3)
As long as this creature is tapped, creature spells you cast cost less to cast.
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Centaur Peacemaker
   ( 3)
Creature — Centaur Cleric
(3/3)
When this creature enters, each player gains 4 life.
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Centaur Rootcaster
  ( 4)
Creature — Centaur Druid
(2/2)
Whenever this creature deals combat damage to a player, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Centaur Safeguard
  ( 3)
Creature — Centaur Warrior
(3/1)
( can be paid with either or .) When this creature dies, you may gain 3 life.
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Centaur Veteran
  ( 6)
Creature — Centaur
(3/3)
Trample , Discard a card: Regenerate this creature.
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Centaur Vinecrasher
  ( 4)
Creature — Plant Centaur
(1/1)
Trample This creature enters with a number of +1/+1 counters on it equal to the number of land cards in all graveyards. Whenever a land card is put into a graveyard from anywhere, you may pay  . If you do, return this card from your graveyard to your hand.
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Centaur's Herald
 ( 1)
Creature — Elf Scout
(0/1)
 , Sacrifice this creature: Create a 3/3 green Centaur creature token.
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Center Soul
  ( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Central Elevator // Promising Stairs (Central Elevator)
  ( 4)
Enchantment — Room
When you unlock this door, search your library for a Room card that doesn't have the same name as a Room you control, reveal it, put it into your hand, then shuffle. (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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Centrifuge (Centrifuge (a))
( 0)
Artifact — Attraction
Visit — Each player draws a card from the library of the player to their right. You create three Treasure tokens. Lights — 3, 6
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Centrifuge (Centrifuge (b))
( 0)
Artifact — Attraction
Visit — Each player draws a card from the library of the player to their right. You create three Treasure tokens. Lights — 4, 6
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Cephalid Aristocrat
  ( 5)
Creature — Octopus Noble
(3/3)
Whenever this creature becomes the target of a spell or ability, mill two cards.
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Cephalid Broker
  ( 4)
Creature — Octopus
(2/2)
: Target player draws two cards, then discards two cards.
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Cephalid Constable
   ( 3)
Creature — Octopus Wizard
(1/1)
Whenever this creature deals combat damage to a player, return up to that many target permanents that player controls to their owner's hand.
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Cephalid Facetaker
  ( 3)
Creature — Octopus Rogue
(1/4)
This creature can't be blocked. At the beginning of combat on your turn, you may have this creature become a copy of another target creature until end of turn, except it's 1/4 and has "This creature can't be blocked."
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Cephalid Illusionist
  ( 2)
Creature — Octopus Wizard
(1/1)
Whenever this creature becomes the target of a spell or ability, mill three cards.  , : Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
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Cephalid Inkmage
  ( 3)
Creature — Octopus Wizard
(2/2)
When this creature enters, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Threshold — This creature can't be blocked as long as there are seven or more cards in your graveyard.
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Cephalid Inkshrouder
  ( 3)
Creature — Octopus
(2/1)
Discard a card: This creature gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.)
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Cephalid Looter
  ( 3)
Creature — Octopus Rogue
(2/1)
: Target player draws a card, then discards a card.
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Cephalid Pathmage
  ( 3)
Creature — Octopus Wizard
(1/2)
This creature can't be blocked. , Sacrifice this creature: Target creature can't be blocked this turn.
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Cephalid Sage
  ( 4)
Creature — Octopus
(2/3)
Threshold — As long as seven or more cards are in your graveyard, this creature has "When this creature enters, draw three cards, then discard two cards."
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Cephalid Scout
  ( 2)
Creature — Octopus Wizard Scout
(1/1)
Flying  , Sacrifice a land: Draw a card.
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Cephalid Shrine
   ( 3)
Enchantment
Whenever a player casts a spell, counter that spell unless that player pays , where X is the number of cards in all graveyards with the same name as the spell.
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Cephalid Snitch
  ( 2)
Creature — Octopus Wizard
(1/1)
Sacrifice this creature: Target creature loses protection from black until end of turn.
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Cephalid Vandal
  ( 2)
Creature — Octopus Rogue
(1/1)
At the beginning of your upkeep, put a shred counter on this creature. Then mill a card for each shred counter on this creature.
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Cephalopod Sentry
   ( 4)
Artifact Creature — Phyrexian Squid
(*/5)
Flying Cephalopod Sentry's power is equal to the number of artifacts you control.
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Cerebral Confiscation
  ( 3)
Sorcery
Choose one — • Target opponent discards two cards. • Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
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Cerebral Eruption
   ( 4)
Sorcery
Target opponent reveals the top card of their library. Cerebral Eruption deals damage equal to the revealed card's mana value to that player and each creature that player controls. If a land card is revealed this way, return Cerebral Eruption to its owner's hand.
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Cerebral Vortex
   ( 3)
Instant
Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards they've drawn this turn.
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Ceremonial Groundbreaker
   ( 3)
Artifact — Equipment
Equipped creature gets +2/+1 and has trample. Equip Citizen  Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Ceremonial Guard
  ( 3)
Creature — Human Soldier
(3/4)
When this creature attacks or blocks, destroy it at end of combat.
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