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Cathedral of War
( 0)
Land
This land enters tapped. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) : Add .
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Catlike Curiosity
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card." If Catlike Curiosity would be put into a graveyard from anywhere, exile it instead.
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Catti-brie of Mithral Hall
  ( 2)
Legendary Creature — Human Archer
(2/2)
First strike, reach Whenever Catti-brie attacks, put a +1/+1 counter on it for each Equipment attached to it. , Remove all +1/+1 counters from Catti-brie: It deals X damage to target attacking or blocking creature an opponent controls, where X is the number of counters removed this way.
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Caught in the Brights
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When a Vehicle you control attacks, exile enchanted creature.
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Caught in the Crossfire
  ( 2)
Instant
Spree (Choose one or more additional costs.) + — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) + — Caught in the Crossfire deals 2 damage to each non-outlaw creature.
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Caught Red-Handed
  ( 5)
Instant
This spell can't be countered. (This includes by the ward ability.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.)
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Cauldron Dance
   ( 6)
Instant
Cast this spell only during combat. Return target creature card from your graveyard to the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step. You may put a creature card from your hand onto the battlefield. That creature gains haste. Its controller sacrifices it at the beginning of the next end step.
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Cauldron Familiar
 ( 1)
Creature — Cat
(1/1)
When this creature enters, each opponent loses 1 life and you gain 1 life. Sacrifice a Food: Return this card from your graveyard to the battlefield.
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Cauldron Haze
  ( 2)
Instant
Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Cauldron of Souls
 ( 5)
Artifact
: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Cauldron's Gift
  ( 5)
Sorcery
Adamant — If at least three black mana was spent to cast this spell, mill four cards. You may choose a creature card in your graveyard. If you do, return it to the battlefield with an additional +1/+1 counter on it.
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Caustic Bronco
  ( 2)
Creature — Snake Horse Mount
(2/2)
Whenever this creature attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value if this creature isn't saddled. Otherwise, each opponent loses that much life. Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Caustic Caterpillar
 ( 1)
Creature — Insect
(1/1)
 , Sacrifice this creature: Destroy target artifact or enchantment.
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Caustic Crawler
   ( 5)
Creature — Insect
(4/3)
Landfall — Whenever a land you control enters, you may have target creature get -1/-1 until end of turn.
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Caustic Tar
   ( 6)
Enchantment — Aura
Enchant land Enchanted land has " : Target player loses 3 life."
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Cautery Sliver
  ( 2)
Creature — Sliver
(2/2)
All Slivers have " , Sacrifice this permanent: This permanent deals 1 damage to any target." All Slivers have " , Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target player, planeswalker, or Sliver creature this turn."
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Cautious Survivor
  ( 4)
Creature — Elf Survivor
(4/4)
Survival — At the beginning of your second main phase, if this creature is tapped, you gain 2 life.
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Cavalier of Dawn
    ( 5)
Creature — Elemental Knight
(4/6)
Vigilance When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token. When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
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Cavalier of Flame
    ( 5)
Creature — Elemental Knight
(6/5)
 : Creatures you control get +1/+0 and gain haste until end of turn.
When this creature enters, discard any number of cards, then draw that many cards. When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
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Cavalier of Gales
    ( 5)
Creature — Elemental Knight
(5/5)
Flying When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order. When this creature dies, shuffle it into its owner's library, then 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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Cavalier of Night
    ( 5)
Creature — Elemental Knight
(4/5)
Lifelink When this creature enters, you may sacrifice another creature. When you do, destroy target creature an opponent controls. When this creature dies, return target creature card with mana value 3 or less from your graveyard to the battlefield.
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Cavalier of Thorns
    ( 5)
Creature — Elemental Knight
(5/6)
Reach When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard. When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
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Cavalry Drillmaster
  ( 2)
Creature — Human Knight
(2/1)
When this creature enters, target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
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Cavalry Master
   ( 4)
Creature — Human Knight
(3/3)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)
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Cavalry Pegasus
  ( 2)
Creature — Pegasus
(1/1)
Flying Whenever this creature attacks, each attacking Human gains flying until end of turn.
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Cave of the Frost Dragon
( 0)
Land
If you control two or more other lands, this land enters tapped. : Add .
 : This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
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Cave Tiger
  ( 3)
Creature — Cat
(2/2)
Whenever this creature becomes blocked by a creature, this creature gets +1/+1 until end of turn.
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Cavern Crawler
  ( 3)
Creature — Insect
(0/3)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) : This creature gets +1/-1 until end of turn.
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Cavern Harpy
  ( 2)
Creature — Harpy Beast
(2/1)
Flying When this creature enters, return a blue or black creature you control to its owner's hand. Pay 1 life: Return this creature to its owner's hand.
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Cavern Lampad
  ( 4)
Enchantment Creature — Nymph
(2/2)
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.) Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Enchanted creature gets +2/+2 and has intimidate.
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Cavern of Souls
( 0)
Land
As this land enters, choose a creature type. : Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
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Cavern Stomper
   ( 6)
Creature — Dinosaur
(7/7)
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.)  : This creature can't be blocked by creatures with power 2 or less this turn.
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Cavern Thoctar
  ( 6)
Creature — Beast
(5/5)
 : This creature gets +1/+0 until end of turn.
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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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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-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 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 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 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 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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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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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 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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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 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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