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Custodi Soulbinders
  ( 4)
Creature — Human Cleric
(0/0)
This creature enters with X +1/+1 counters on it, where X is the number of other creatures on the battlefield.  , Remove a +1/+1 counter from this creature: Create a 1/1 white Spirit creature token with flying.
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Custodi Soulcaller
   ( 3)
Creature — Human Cleric
(1/2)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Whenever this creature attacks, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the number of players you attacked this combat.
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Custodi Squire
  ( 5)
Creature — Spirit Cleric
(3/3)
Flying Will of the council — When this creature enters, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand.
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Custody Battle
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your upkeep, target opponent gains control of this creature unless you sacrifice a land."
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Customs Depot
  ( 2)
Enchantment
Whenever you cast a creature spell, you may pay . If you do, draw a card, then discard a card.
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Cut a Deal
  ( 3)
Sorcery
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
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Cut Down
 ( 1)
Instant
Destroy target creature with total power and toughness 5 or less.
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Cut In
  ( 4)
Sorcery
Cut In deals 4 damage to target creature. Create a Young Hero Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.")
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Cut of the Profits
   ( 2)
Sorcery
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell.) You draw X cards and you lose X life.
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Cut Short
  ( 3)
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.) Destroy target planeswalker that was activated this turn or tapped creature.
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Cut the Tethers
   ( 4)
Sorcery
For each Spirit, return it to its owner's hand unless that player pays .
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Cut Your Losses
   ( 6)
Sorcery
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.) Target player mills half their library, rounded down.
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Cutthroat Centurion
  ( 3)
Artifact Creature — Phyrexian Warrior
(2/2)
Sacrifice another artifact or creature: This creature gets +2/+2 until end of turn. Activate only once each turn.
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Cutthroat Contender
 ( 1)
Creature — Vampire Warrior
(1/1)
Pay 1 life: This creature gets +1/+0 until end of turn. Activate only once each turn.
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Cutthroat il-Dal
  ( 4)
Creature — Human Rogue
(4/1)
Hellbent — This creature has shadow as long as you have no cards in hand. (It can block or be blocked by only creatures with shadow.)
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Cutthroat Maneuver
  ( 4)
Instant
Up to two target creatures each get +1/+1 and gain lifelink until end of turn.
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Cutthroat Negotiator
   ( 4)
Creature — Orc Pirate
(4/3)
Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you create a tapped Treasure token. Then each player draws a card.
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Cyber Conversion
  ( 2)
Instant
Turn target creature face down. It's a 2/2 Cyberman artifact creature.
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Cyberdrive Awakener
  ( 6)
Artifact Creature — Construct
(4/4)
Flying Other artifact creatures you control have flying. When this creature enters, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.
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Cyberman Patrol
 ( 2)
Artifact Creature — Cyberman
(2/2)
Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.)
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Cybermat
 ( 2)
Artifact Creature — Robot
(2/1)
Skulk (This creature can't be blocked by creatures with greater power.) Whenever this creature attacks and isn't blocked, it gets +X/+0 until end of turn, where X is the number of attacking artifact creatures.
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Cybermen Squadron
 ( 7)
Artifact Creature — Cyberman
(5/5)
Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Cybernetica Datasmith
   ( 3)
Artifact Creature — Human Artificer
(0/1)
Protection from Robots Field Reprogramming — , : Target player draws a card. Another target player creates a 4/4 colorless Robot artifact creature token with "This token can't block."
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Cybership
 ( 6)
Artifact — Vehicle
(8/8)
Flying Whenever this Vehicle deals combat damage to a player, put the top two cards of that player's library onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures. Crew 4
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Cycle of Life
   ( 3)
Enchantment
Return this enchantment to its owner's hand: Target creature you cast this turn has base power and toughness 0/1 until your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature.
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Cyclone
   ( 4)
Enchantment
At the beginning of your upkeep, put a wind counter on this enchantment, then sacrifice this enchantment unless you pay for each wind counter on it. If you pay, this enchantment deals damage equal to the number of wind counters on it to each creature and each player.
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Cyclone Sire
  ( 5)
Creature — Elemental
(3/4)
Flying When this creature dies, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
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Cyclone Summoner
   ( 7)
Creature — Giant Wizard
(7/7)
When this creature enters, if you cast it from your hand, return all permanents to their owners' hands except for Giants, Wizards, and lands.
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Cyclonic Rift
  ( 2)
Instant
Return target nonland permanent you don't control to its owner's hand. Overload  (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Cyclonus, Cybertronian Fighter
( 0)
Legendary Artifact — Vehicle
(5/5)
Living metal (During your turn, this Vehicle is also a creature.) Flying Whenever Cyclonus deals combat damage to a player, convert it. If you do, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
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Cyclopean Giant
   ( 4)
Creature — Zombie Giant
(4/2)
When this creature dies, target land becomes a Swamp. Exile this creature.
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Cyclopean Mummy
  ( 2)
Creature — Zombie
(2/1)
When this creature dies, exile it.
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Cyclopean Snare
 ( 2)
Artifact
, : Tap target creature, then return this artifact to its owner's hand.
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Cyclopean Tomb
 ( 4)
Artifact
, : Put a mire counter on target non-Swamp land. That land is a Swamp for as long as it has a mire counter on it. Activate only during your upkeep.
When this artifact is put into a graveyard from the battlefield, at the beginning of each of your upkeeps for the rest of the game, remove all mire counters from a land that a mire counter was put onto with this artifact but that a mire counter has not been removed from with this artifact.
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Cyclops Electromancer
  ( 5)
Creature — Cyclops Wizard
(4/2)
When this creature enters, it deals X damage to target creature an opponent controls, where X is the number of instant and sorcery cards in your graveyard.
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Cyclops Gladiator
    ( 4)
Creature — Cyclops Warrior
(4/4)
Whenever this creature attacks, you may have it deal damage equal to its power to target creature defending player controls. If you do, that creature deals damage equal to its power to this creature.
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Cyclops Tyrant
  ( 6)
Creature — Cyclops
(3/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) This creature can't block creatures with power 2 or less.
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Cynette, Jelly Drover
  ( 4)
Legendary Creature — Human Wizard
(2/2)
When Cynette enters or dies, create a 1/1 blue Jellyfish creature token with flying. Creatures you control with flying get +1/+1.
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Cynical Loner
  ( 2)
Creature — Human Survivor
(3/1)
This creature can't be blocked by Glimmers. Survival — At the beginning of your second main phase, if this creature is tapped, you may search your library for a card, put it into your graveyard, then shuffle.
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Cystbearer
  ( 3)
Creature — Phyrexian Beast
(2/3)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Cytoplast Manipulator
   ( 4)
Creature — Human Wizard Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) , : Gain control of target creature with a +1/+1 counter on it for as long as this creature remains on the battlefield.
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Cytoplast Root-Kin
   ( 4)
Creature — Elemental Mutant
(0/0)
Graft 4 (This creature enters with four +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) When this creature enters, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it. : Move a +1/+1 counter from target creature you control onto this creature.
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Cytoshape
   ( 3)
Instant
Choose a nonlegendary creature on the battlefield. Target creature becomes a copy of that creature until end of turn.
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Cytospawn Shambler
  ( 7)
Creature — Elemental Mutant
(0/0)
Graft 6 (This creature enters with six +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains trample until end of turn.
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Dack Fayden
   ( 3)
Legendary Planeswalker — Dack
(3)
+1: Target player draws two cards, then discards two cards. −2: Gain control of target artifact. −6: You get an emblem with "Whenever you cast a spell that targets one or more permanents, gain control of those permanents."
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Dack's Duplicate
   ( 4)
Creature — Shapeshifter
(0/0)
You may have this creature enter as a copy of any creature on the battlefield, except it has haste and dethrone. (Whenever it attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
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Daemogoth Titan
    ( 4)
Creature — Demon
(11/10)
Whenever this creature attacks or blocks, sacrifice a creature.
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Daemogoth Woe-Eater
    ( 4)
Creature — Demon
(7/6)
At the beginning of your upkeep, sacrifice a creature. When you sacrifice this creature, each opponent discards a card, you draw a card, and you gain 2 life.
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Dagger Caster
  ( 4)
Creature — Lizard Rogue
(2/3)
When this creature enters, it deals 1 damage to each opponent and 1 damage to each creature your opponents control.
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Dagger of the Worthy
 ( 2)
Artifact — Equipment
Equipped creature gets +2/+0 and has afflict 1. (Whenever it becomes blocked, defending player loses 1 life.) Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Daggerback Basilisk
  ( 3)
Creature — Basilisk
(2/2)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Daggerclaw Imp
  ( 3)
Creature — Imp
(3/1)
Flying This creature can't block.
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Daggerdrome Imp
  ( 2)
Creature — Imp
(1/1)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Daggerfang Duo
  ( 3)
Creature — Rat Squirrel
(3/2)
Deathtouch When this creature enters, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
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Daggermaw Megalodon
   ( 6)
Creature — Shark
(5/7)
Vigilance Islandcycling ( , Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
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Daghatar the Adamant
  ( 4)
Legendary Creature — Human Warrior
(0/0)
Vigilance Daghatar enters with four +1/+1 counters on it.   : Move a +1/+1 counter from target creature onto a second target creature.
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Daily Regimen
 ( 1)
Enchantment — Aura
Enchant creature  : Put a +1/+1 counter on enchanted creature.
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Dairy Cow (playtest)
 ( 1)
Creature — — Cow
(2/1)
Grazing type (This creature enters the battlefield with five milk counters on it for each Forest and/or Plant you control.)
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Dakkon, Shadow Slayer
   ( 3)
Legendary Planeswalker — Dakkon
(0)
Dakkon enters with a number of loyalty counters on him equal to the number of lands you control. +1: Surveil 2. −3: Exile target creature. −6: You may put an artifact card from your hand or graveyard onto the battlefield.
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Dakmor Ghoul
   ( 4)
Creature — Zombie
(2/2)
When this creature enters, target opponent loses 2 life and you gain 2 life.
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Dakmor Lancer
   ( 6)
Creature — Human Knight
(3/3)
When this creature enters, destroy target nonblack creature.
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Dakmor Plague
   ( 5)
Sorcery
Dakmor Plague deals 3 damage to each creature and each player.
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Dakmor Salvage
( 0)
Land
This land enters tapped. : Add .
Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
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Dakmor Sorceress
  ( 6)
Creature — Human Wizard
(*/4)
Dakmor Sorceress's power is equal to the number of Swamps you control.
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Dakra Mystic
 ( 1)
Creature — Merfolk Wizard
(1/1)
, : Each player reveals the top card of their library. You may put the revealed cards into their owners' graveyards. If you don't, each player draws a card.
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Dalakos, Crafter of Wonders
   ( 3)
Legendary Creature — Merfolk Artificer
(2/4)
: Add  . Spend this mana only to cast artifact spells or activate abilities of artifacts.
Equipped creatures you control have flying and haste.
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Dalek Drone
   ( 5)
Artifact Creature — Dalek
(3/3)
Flying, menace Exterminate — When this creature enters, destroy target creature an opponent controls. That player loses 3 life.
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Dalek Squadron
  ( 3)
Artifact Creature — Dalek
(3/3)
Menace Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Dalkovan Packbeasts
  ( 3)
Creature — Ox
(0/4)
Vigilance Mobilize 3 (Whenever this creature attacks, create three tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
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Damia, Sage of Stone
    ( 7)
Legendary Creature — Gorgon Wizard
(4/4)
Deathtouch Skip your draw step. At the beginning of your upkeep, if you have fewer than seven cards in hand, draw cards equal to the difference.
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Damn
  ( 2)
Sorcery
Destroy target creature. A creature destroyed this way can't be regenerated. Overload   (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Damnable Pact
   ( 2)
Sorcery
Target player draws X cards and loses X life.
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Damnation
   ( 4)
Sorcery
Destroy all creatures. They can't be regenerated.
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Damning Verdict
   ( 5)
Sorcery
Destroy all creatures with no counters on them.
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Dampen Thought
  ( 2)
Instant — Arcane
Target player mills four cards. 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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Dampening Pulse
  ( 4)
Enchantment
Creatures your opponents control get -1/-0.
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Damping Engine
 ( 4)
Artifact
A player who controls more permanents than each other player can't play lands or cast artifact, creature, or enchantment spells. That player may sacrifice a permanent of their choice for that player to ignore this effect until end of turn.
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Damping Field
  ( 3)
Enchantment
Players can't untap more than one artifact during their untap steps.
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Damping Matrix
 ( 3)
Artifact
Activated abilities of artifacts and creatures can't be activated unless they're mana abilities.
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Damping Sphere
 ( 2)
Artifact
If a land is tapped for two or more mana, it produces instead of any other type and amount. Each spell a player casts costs more to cast for each other spell that player has cast this turn.
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Dan Lewis
  ( 2)
Legendary Creature — Human
(2/2)
Noncreature, non-Equipment artifacts you control are Equipment in addition to their other types and have "Equipped creature gets +1/+0" and equip . Doctor's companion (You can have two commanders if the other is the Doctor.)
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Dance of Many
  ( 2)
Enchantment
When this enchantment enters, create a token that's a copy of target nontoken creature. When this enchantment leaves the battlefield, exile the token. When the token leaves the battlefield, sacrifice this enchantment. At the beginning of your upkeep, sacrifice this enchantment unless you pay  .
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Dance of Shadows
   ( 5)
Sorcery — Arcane
Creatures you control get +1/+0 and gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
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Dance of the Dead
  ( 2)
Enchantment — Aura
Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay  . If the player does, untap that creature.
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