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Clergy of the Holy Nimbus
 ( 1)
Creature — Human Cleric
(1/1)
If this creature would be destroyed, regenerate it. : This creature can't be regenerated this turn. Only your opponents may activate this ability.
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Cleric Class
 ( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead.  : Level 2
//Level_2// Whenever you gain life, put a +1/+1 counter on target creature you control.  : Level 3
//Level_3// When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
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Cleric of Chill Depths
  ( 2)
Creature — Merfolk Cleric
(1/3)
Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
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Cleric of Life's Bond
  ( 2)
Creature — Vampire Cleric
(2/2)
Whenever another Cleric you control enters, you gain 1 life. Whenever you gain life for the first time each turn, put a +1/+1 counter on this creature.
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Cleric of the Forward Order
  ( 2)
Creature — Human Cleric
(2/2)
When this creature enters, you gain 2 life for each creature you control named Cleric of the Forward Order.
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Clever Combo
  ( 2)
Sorcery
Search your library for a host card or a card with augment, reveal it, put it into your hand, then shuffle.
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Clever Concealment
   ( 4)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
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Clever Conjurer
  ( 3)
Creature — Gnome Wizard
(2/3)
Mage Hand — : Untap target permanent not named Clever Conjurer. Activate only as a sorcery.
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Clever Distraction
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, tap target creature defending player controls." If Clever Distraction would be put into a graveyard from anywhere, exile it instead.
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Clever Impersonator
   ( 4)
Creature — Shapeshifter
(0/0)
You may have this creature enter as a copy of any nonland permanent on the battlefield.
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Clever Lumimancer
 ( 1)
Creature — Human Wizard
(0/1)
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gets +2/+2 until end of turn.
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Clickslither
    ( 4)
Creature — Insect
(3/3)
Haste Sacrifice a Goblin: This creature gets +2/+2 and gains trample until end of turn.
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Cliff Threader
  ( 2)
Creature — Kor Scout
(2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Cliffgate
( 0)
Land — Gate
This land enters tapped. As this land enters, choose a color other than red. : Add or one mana of the chosen color.
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Cliffhaven Kitesail
 ( 1)
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature has flying. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Cliffhaven Vampire
   ( 4)
Creature — Vampire Warrior Ally
(2/4)
Flying Whenever you gain life, each opponent loses 1 life.
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Cliffrunner Behemoth
  ( 4)
Creature — Rhino Beast
(5/3)
This creature has haste as long as you control a red permanent. This creature has lifelink as long as you control a white permanent.
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Cliffside Lookout
 ( 1)
Creature — Kor Scout Ally
(1/1)
 : Creatures you control get +1/+1 until end of turn.
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Cliffside Rescuer
  ( 2)
Creature — Kor Soldier
(2/2)
Vigilance , Sacrifice this creature: Target permanent you control gains protection from each of your opponents until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.)
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Clifftop Lookout
  ( 3)
Creature — Frog Scout
(1/2)
Reach When this creature enters, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
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Clifftop Retreat
( 0)
Land
This land enters tapped unless you control a Mountain or a Plains. : Add or .
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Cling to Dust
 ( 1)
Instant
Exile target card from a graveyard. If it was a creature card, you gain 3 life. Otherwise, you draw a card. Escape— , Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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Clinging Anemones
  ( 4)
Creature — Jellyfish
(1/4)
Defender Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Clinging Darkness
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-1.
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Clinging Mists
  ( 3)
Instant
Prevent all combat damage that would be dealt this turn. Fateful hour — If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step.
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Clinquant Skymage
  ( 4)
Creature — Bird Wizard
(1/1)
Flying Whenever you draw a card, put a +1/+1 counter on this creature.
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Clip Wings
  ( 2)
Instant
Each opponent sacrifices a creature of their choice with flying.
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Cloak and Dagger
 ( 2)
Kindred Artifact — Rogue Equipment
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.) Whenever a Rogue creature enters, you may attach this Equipment to it. Equip 
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Cloak of Confusion
  ( 2)
Enchantment — Aura
Enchant creature you control Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.
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Cloak of Feathers
 ( 1)
Sorcery
Target creature gains flying until end of turn. Draw a card.
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Cloak of Invisibility
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has phasing and can't be blocked except by Walls. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Cloak of Mists
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked.
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Cloak of the Bat
 ( 2)
Artifact — Equipment
Equipped creature has flying and haste. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Cloaked Cadet
  ( 5)
Creature — Human Ranger
(2/4)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn.
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Cloaked Siren
  ( 4)
Creature — Siren
(3/2)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Cloakwood Hermit
  ( 3)
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, if a creature card was put into your graveyard from anywhere this turn, create two tapped 1/1 green Squirrel creature tokens."
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Cloakwood Swarmkeeper
 ( 1)
Creature — Elf Ranger
(1/1)
Gathered Swarm — Whenever one or more tokens you control enter, put a +1/+1 counter on this creature.
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Clock of DOOOOOOOOOOOOM!
 ( 4)
Artifact
, : Move the CRANK counter to your Contraption deck's next sprocket and crank any number of that sprocket's Contraptions.
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Clock of Omens
 ( 4)
Artifact
Tap two untapped artifacts you control: Untap target artifact.
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Clocknapper
   ( 5)
Creature — Human Spy
(2/2)
When this creature enters, choose beginning phase, first main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)
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Clockspinning
 ( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.
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Clockwork Avian
 ( 5)
Artifact Creature — Bird
(0/4)
Flying This creature enters with four +1/+0 counters on it. At end of combat, if this creature attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on this creature. This ability can't cause the total number of +1/+0 counters on this creature to be greater than four. Activate only during your upkeep.
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Clockwork Beast
 ( 6)
Artifact Creature — Beast
(0/4)
This creature enters with seven +1/+0 counters on it. At end of combat, if this creature attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on this creature. This ability can't cause the total number of +1/+0 counters on this creature to be greater than seven. Activate only during your upkeep.
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Clockwork Beetle
 ( 1)
Artifact Creature — Insect
(0/0)
This creature enters with two +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.
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Clockwork Condor
 ( 4)
Artifact Creature — Bird
(0/0)
Flying This creature enters with three +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.
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Clockwork Dragon
 ( 7)
Artifact Creature — Dragon
(0/0)
Flying This creature enters with six +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat. : Put a +1/+1 counter on this creature.
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Clockwork Droid
 ( 2)
Artifact Creature — Robot
(3/1)
You may exert this creature as it attacks. When you do, it can't be blocked this turn and you scry 1. (An exerted creature won't untap during your next untap step. To scry 1, look at the top card of your library. You may put that card on the bottom.)
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Clockwork Fox
 ( 3)
Artifact Creature — Fox
(3/2)
When this creature leaves the battlefield, you draw two cards and each opponent draws a card.
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Clockwork Gnomes
 ( 4)
Artifact Creature — Gnome
(2/2)
, : Regenerate target artifact creature.
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Clockwork Hydra
 ( 5)
Artifact Creature — Hydra
(0/0)
This creature enters with four +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it. If you do, it deals 1 damage to any target. : Put a +1/+1 counter on this creature.
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Clockwork Percussionist
 ( 1)
Artifact Creature — Monkey Toy
(1/1)
Haste When this creature dies, exile the top card of your library. You may play it until the end of your next turn.
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Clockwork Servant
 ( 3)
Artifact Creature — Gnome
(2/3)
Adamant — When this creature enters, if at least three mana of the same color was spent to cast it, draw a card.
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Clockwork Steed
 ( 4)
Artifact Creature — Horse
(0/3)
This creature enters with four +1/+0 counters on it. This creature can't be blocked by artifact creatures. At end of combat, if this creature attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on this creature. This ability can't cause the total number of +1/+0 counters on this creature to be greater than four. Activate only during your upkeep.
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Clockwork Swarm
 ( 4)
Artifact Creature — Insect
(0/3)
This creature enters with four +1/+0 counters on it. This creature can't be blocked by Walls. At end of combat, if this creature attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on this creature. This ability can't cause the total number of +1/+0 counters on this creature to be greater than four. Activate only during your upkeep.
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Clockwork Vorrac
 ( 5)
Artifact Creature — Boar Beast
(0/0)
Trample This creature enters with four +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat. : Put a +1/+1 counter on this creature.
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Cloister Gargoyle
  ( 3)
Artifact Creature — Gargoyle
(0/4)
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
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Cloistered Youth
  ( 2)
Creature — Human
(1/1)
At the beginning of your upkeep, you may transform this creature.
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Clone
  ( 4)
Creature — Shapeshifter
(0/0)
You may have this creature enter as a copy of any creature on the battlefield.
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Clone Crafter
  ( 2)
Creature — — Human Wizard
(1/2)
When Clone Crafter enters the battlefield, conjure a duplicate of a random creature card from your opponent's library into your hand. It perpetually gains "You may spend mana as though it were mana of any color to cast this spell."
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Clone Legion
   ( 9)
Sorcery
For each creature target player controls, create a token that's a copy of that creature.
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Clone Shell
 ( 5)
Artifact Creature — Shapeshifter
(2/2)
Imprint — When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library in any order. When this creature dies, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control.
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Close Quarters
   ( 4)
Enchantment
Whenever a creature you control becomes blocked, this enchantment deals 1 damage to any target.
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Closing Statement
   ( 5)
Instant
This spell costs less to cast during your end step. Destroy target creature or planeswalker you don't control. Put a +1/+1 counter on up to one target creature you control.
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Clot Sliver
  ( 2)
Creature — Sliver
(1/1)
All Slivers have " : Regenerate this permanent."
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Cloud Cover
   ( 4)
Enchantment
Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's hand.
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Cloud Crusader
   ( 4)
Creature — Human Knight
(2/3)
Flying First strike (This creature deals combat damage before creatures without first strike.)
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Cloud Djinn
  ( 6)
Creature — Djinn
(5/4)
Flying This creature can block only creatures with flying.
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Cloud Dragon
  ( 6)
Creature — Illusion Dragon
(5/4)
Flying This creature can block only creatures with flying.
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Cloud Elemental
  ( 3)
Creature — Elemental
(2/3)
Flying This creature can block only creatures with flying.
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Cloud Key
 ( 3)
Artifact
As this artifact enters, choose artifact, creature, enchantment, instant, or sorcery. Spells you cast of the chosen type cost less to cast.
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Cloud of Faeries
  ( 2)
Creature — Faerie
(1/1)
Flying When this creature enters, untap up to two lands. Cycling ( , Discard this card: Draw a card.)
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Cloud Pirates
 ( 1)
Creature — Human Pirate
(1/1)
Flying This creature can block only creatures with flying.
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Cloud Spirit
  ( 3)
Creature — Spirit
(3/1)
Flying This creature can block only creatures with flying.
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Cloud Sprite
 ( 1)
Creature — Faerie
(1/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) This creature can block only creatures with flying.
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Cloudblazer
   ( 5)
Creature — Human Scout
(2/2)
Flying When this creature enters, you gain 2 life and draw two cards.
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Cloudchaser Eagle
  ( 4)
Creature — Bird
(2/2)
Flying When this creature enters, destroy target enchantment.
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Cloudchaser Kestrel
   ( 3)
Creature — Bird
(2/2)
Flying When this creature enters, destroy target enchantment. : Target permanent becomes white until end of turn.
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Cloudcrown Oak
   ( 4)
Creature — Treefolk Warrior
(3/4)
Reach (This creature can block creatures with flying.)
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Cloudfin Raptor
 ( 1)
Creature — Bird Mutant
(0/1)
Flying Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Cloudform
   ( 3)
Enchantment
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and hexproof.
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Cloudgoat Ranger
   ( 5)
Creature — Giant Warrior Ranger
(3/3)
When this creature enters, create three 1/1 white Kithkin Soldier creature tokens. Tap three untapped Kithkin you control: This creature gets +2/+0 and gains flying until end of turn.
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Cloudheath Drake
  ( 5)
Artifact Creature — Drake
(3/3)
Flying  : This creature gains vigilance until end of turn.
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Cloudhoof Kirin
   ( 5)
Legendary Creature — Kirin Spirit
(4/4)
Flying Whenever you cast a Spirit or Arcane spell, you may have target player mill X cards, where X is that spell's mana value.
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Cloudkill
   ( 6)
Sorcery
All creatures get -X/-X until end of turn, where X is the greatest mana value of a commander you own on the battlefield or in the command zone.
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Cloudkin Seer
  ( 3)
Creature — Elemental Wizard
(2/1)
Flying When this creature enters, draw a card.
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Cloudpiercer
  ( 5)
Creature — Dinosaur
(5/4)
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.) Reach Whenever this creature mutates, you may discard a card. If you do, draw a card.
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Cloudpost
( 0)
Land — Locus
This land enters tapped. : Add for each Locus on the battlefield.
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Cloudreach Cavalry
  ( 2)
Creature — Human Soldier
(1/1)
As long as you control a Bird, this creature gets +2/+2 and has flying.
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Cloudreader Sphinx
  ( 5)
Creature — Sphinx
(3/4)
Flying When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Cloudseeder
  ( 2)
Creature — Faerie Spellshaper
(1/1)
Flying , , Discard a card: Create a 1/1 blue Faerie creature token named Cloud Sprite. It has flying and "This token can block only creatures with flying."
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Cloudshift
 ( 1)
Instant
Exile target creature you control, then return that card to the battlefield under your control.
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Cloudshredder Sliver
  ( 2)
Creature — Sliver
(1/1)
Sliver creatures you control have flying and haste.
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Cloudskate
  ( 2)
Creature — Illusion
(2/2)
Flying Fading 3 <I>(This creature enters with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I>
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Cloudspire Captain
  ( 3)
Creature — Human Pilot
(2/3)
Mounts and Vehicles you control get +1/+1. This creature saddles Mounts and crews Vehicles as though its power were 2 greater.
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Cloudspire Coordinator
  ( 2)
Creature — Human Pilot
(3/1)
When this creature enters, scry 2. : Create X 1/1 colorless Pilot creature tokens, where X is the number of Mounts and/or Vehicles that entered the battlefield under your control this turn. The tokens have "This token saddles Mounts and crews Vehicles as though its power were 2 greater."
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Cloudspire Skycycle
   ( 4)
Artifact — Vehicle
(2/3)
Flying When this Vehicle enters, distribute two +1/+1 counters among one or two other target Vehicles and/or creatures you control. Crew 1
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