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Circle of Despair
   ( 3)
Enchantment
, Sacrifice a creature: The next time a source of your choice would deal damage to any target this turn, prevent that damage.
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Circle of Flame
  ( 2)
Enchantment
Whenever a creature without flying attacks you or a planeswalker you control, this enchantment deals 1 damage to that creature.
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Circle of Protection: Art
  ( 2)
Enchantment
As this enchantment enters, choose an artist.  : The next time a source of your choice with art by the chosen artist would deal damage to you this turn, prevent that damage.
 : Return this enchantment to its owner's hand.
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Circle of Protection: Black
  ( 2)
Enchantment
: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Blue
  ( 2)
Enchantment
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Green
  ( 2)
Enchantment
: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Red
  ( 2)
Enchantment
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Shadow
  ( 2)
Enchantment
: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage.
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Circle of Protection: White
  ( 2)
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Solace
  ( 4)
Enchantment
As this enchantment enters, choose a creature type.  : The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.
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Circle of the Land Druid
  ( 2)
Creature — Gnome Druid
(1/1)
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.) Natural Recovery — When this creature dies, return target land card from your graveyard to your hand.
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Circle of the Moon Druid
  ( 3)
Creature — Human Elf Druid
(2/4)
Bear Form — During your turn, this creature is a Bear with base power and toughness 4/2. (It loses all other creature types.)
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Circling Vultures
 ( 1)
Creature — Bird
(3/2)
Flying You may discard this card any time you could cast an instant. At the beginning of your upkeep, sacrifice this creature unless you exile the top creature card of your graveyard.
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Circu, Dimir Lobotomist
   ( 4)
Legendary Creature — Human Wizard
(2/3)
Whenever you cast a blue spell, exile the top card of target player's library. Whenever you cast a black spell, exile the top card of target player's library. Your opponents can't cast spells with the same name as a card exiled with Circu.
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Circuit Mender
 ( 3)
Artifact Creature — Insect
(2/3)
When this creature enters, you gain 2 life. When this creature leaves the battlefield, draw a card.
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Circuitous Route
  ( 4)
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
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Circuits Act
  ( 3)
Sorcery
Roll three six-sided dice. For each different result, create a 1/1 white Clown Robot artifact creature token.
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Circular Logic
  ( 3)
Instant
Counter target spell unless its controller pays for each card in your graveyard. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Círdan the Shipwright
   ( 5)
Legendary Creature — Elf Noble
(3/4)
Vigilance Secret council — Whenever Círdan enters or attacks, each player secretly votes for a player, then those votes are revealed. Each player draws a card for each vote they received. Each player who received no votes may put a permanent card from their hand onto the battlefield.
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Citanul Centaurs
  ( 4)
Creature — Centaur
(6/3)
Shroud (This creature can't be the target of spells or abilities.) Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Citanul Druid
  ( 2)
Creature — Human Druid
(1/1)
Whenever an opponent casts an artifact spell, put a +1/+1 counter on this creature.
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Citanul Stalwart
 ( 1)
Creature — Elf Druid Soldier
(1/1)
, Tap an untapped artifact or creature you control: Add one mana of any color.
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Citizen's Arrest
   ( 3)
Enchantment
When this enchantment enters, exile target creature or planeswalker an opponent controls until this enchantment leaves the battlefield.
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Citizen's Crowbar
  ( 2)
Artifact — Equipment
When this Equipment enters, create a 1/1 green and white Citizen creature token, then attach this Equipment to it. Equipped creature gets +1/+1 and has " , , Sacrifice Citizen's Crowbar: Destroy target artifact or enchantment." Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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City of Brass
( 0)
Land
Whenever this land becomes tapped, it deals 1 damage to you. : Add one mana of any color.
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City of Traitors
( 0)
Land
When you play another land, sacrifice this land. : Add  .
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City on Fire
    ( 8)
Enchantment
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.) If a source you control would deal damage to a permanent or player, it deals triple that damage instead.
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Cityscape Leveler
 ( 8)
Artifact Creature — Construct
(8/8)
Trample When you cast this spell and whenever this creature attacks, destroy up to one target nonland permanent. Its controller creates a tapped Powerstone token. Unearth 
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Citystalker Connoisseur
  ( 4)
Creature — — Vampire
(3/3)
Deathtouch When Citystalker Connoisseur enters the battlefield, target opponent discards a card with the greatest mana value among cards in their hand. Create a Blood token.
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Civic Gardener
  ( 2)
Creature — Human Citizen
(2/2)
Whenever this creature attacks, untap target creature or land.
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Civic Saber
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+0 for each of its colors. Equip 
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Civic Stalwart
  ( 4)
Creature — Elephant Soldier
(3/3)
When this creature enters, creatures you control get +1/+1 until end of turn.
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Civic Wayfinder
  ( 3)
Creature — Elf Druid Warrior
(2/2)
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Civil Servant
  ( 2)
Creature — Cat Citizen
(2/3)
Whenever this creature attacks, you may tap another untapped Citizen you control. If you do, this creature gets +1/+0 and gains lifelink until end of turn.
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Civilized Scholar
  ( 3)
Creature — Human Advisor
(0/1)
: Draw a card, then discard a card. If a creature card is discarded this way, untap this creature, then transform it.
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Clackbridge Troll
   ( 5)
Creature — Troll
(8/8)
Trample, haste When this creature enters, target opponent creates three 0/1 white Goat creature tokens. At the beginning of combat on your turn, any opponent may sacrifice a creature of their choice. If a player does, tap this creature, you gain 3 life, and you draw a card.
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Claim Jumper
  ( 3)
Creature — Rabbit Mercenary
(3/3)
Vigilance When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
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Claim of Erebos
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has " , : Target player loses 2 life."
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Bloomvine Regent (Claim Territory)
  ( 3)
Sorcery — Omen
Search your library for up to two basic Forest cards, reveal them, put one onto the battlefield tapped and the other into your hand, then shuffle. (Also shuffle this card.)
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Claim the Firstborn
 ( 1)
Sorcery
Gain control of target creature with mana value 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
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Clairvoyance
 ( 1)
Instant
Look at target player's hand. Draw a card at the beginning of the next turn's upkeep.
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Clambassadors
  ( 4)
Creature — Clamfolk
(4/4)
Whenever this creature deals damage to a player, choose an artifact, creature, or land you control. That player gains control of that permanent.
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Clammy Prowler
  ( 4)
Enchantment Creature — Horror
(2/5)
Whenever this creature attacks, another target attacking creature can't be blocked this turn.
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Clamor Shaman
  ( 3)
Creature — Goblin Shaman
(1/1)
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Whenever this creature attacks, target creature an opponent controls can't block this turn.
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Clamorous Ironclad
  ( 4)
Artifact — Vehicle
(6/3)
Menace (This creature can't be blocked except by two or more creatures.) Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.) Cycling ( , Discard this card: Draw a card.)
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Clan Crafter
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have " , Sacrifice an artifact: Put a +1/+1 counter on this creature and draw a card."
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Clandestine Meddler
  ( 3)
Creature — Vampire Rogue
(3/2)
When this creature enters, suspect up to one other target creature you control. (A suspected creature has menace and can't block.) Whenever one or more suspected creatures you control attack, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Clara Oswald
 ( 6)
Legendary Creature — Human Advisor
(2/6)
Impossible Girl — If Clara Oswald is your commander, choose a color before the game begins. Clara Oswald is the chosen color. If a triggered ability of a Doctor you control triggers, that ability triggers an additional time. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Clarion Cathars
  ( 4)
Creature — Human Knight
(3/3)
When this creature enters, create a 1/1 white Human creature token.
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Clarion Conqueror
  ( 3)
Creature — Dragon
(3/3)
Flying Activated abilities of artifacts, creatures, and planeswalkers can't be activated.
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Clarion Spirit
  ( 2)
Creature — Spirit
(2/2)
Whenever you cast your second spell each turn, create a 1/1 white Spirit creature token with flying.
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Clash of Realities
  ( 4)
Enchantment
All Spirits have "When this permanent enters, you may have it deal 3 damage to target non-Spirit creature." Non-Spirit creatures have "When this creature enters, you may have it deal 3 damage to target Spirit creature."
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Clattering Augur
  ( 2)
Creature — Skeleton Shaman
(1/1)
This creature can't block. When this creature enters, you draw a card and you lose 1 life.   : Return this card from your graveyard to your hand.
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Clattering Skeletons
  ( 4)
Creature — Skeleton
(4/3)
When this creature dies, venture into the dungeon. (Enter the first room or advance to the next room.)
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Claustrophobia
   ( 3)
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Clavileño, First of the Blessed
   ( 3)
Legendary Creature — Vampire Cleric
(2/2)
Whenever you attack, target attacking Vampire that isn't a Demon becomes a Demon in addition to its other types. It gains "When this creature dies, draw a card and create a tapped 4/3 white and black Vampire Demon creature token with flying."
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Clawing Torment
 ( 1)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets -1/-1 and can't block. Enchanted permanent has "At the beginning of your upkeep, you lose 1 life."
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Claws of Wirewood
  ( 4)
Sorcery
Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling ( , Discard this card: Draw a card.)
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Clay Revenant
 ( 1)
Artifact Creature — Golem
(1/2)
This creature enters tapped.  : Return this card from your graveyard to your hand.
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Cleansing Ray
  ( 2)
Sorcery
Choose one — • Destroy target Vampire. • Destroy target enchantment.
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Cleansing Wildfire
  ( 2)
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Draw a card.
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Cleanup Crew
   ( 6)
Creature — Human Citizen
(6/6)
When this creature enters, choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard. • You gain 4 life.
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Clear
  ( 2)
Instant
Destroy target enchantment. Cycling ( , Discard this card: Draw a card.)
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Clear a Path
 ( 1)
Sorcery
Destroy target creature with defender.
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Clear Shot
  ( 3)
Instant
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
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Clear the Land
  ( 3)
Sorcery
Each player reveals the top five cards of their library, puts all land cards revealed this way onto the battlefield tapped, and exiles the rest.
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Clear the Mind
  ( 3)
Sorcery
Target player shuffles their graveyard into their library. Draw a card.
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Clear the Stage
  ( 5)
Instant
Target creature gets -3/-3 until end of turn. If you control a creature with power 4 or greater, you may return up to one target creature card from your graveyard to your hand.
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Clearwater Goblet
 ( 5)
Artifact
Sunburst (This enters with a charge counter on it for each color of mana spent to cast it.) At the beginning of your upkeep, you may gain life equal to the number of charge counters on this artifact.
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Shrouded Shepherd (Cleave Shadows)
  ( 2)
Sorcery — Adventure
Creatures your opponents control get -1/-1 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Cleaver Blow (playtest)
  ( 2)
Instant
Multicleave (You may pay an additional any number of times as you cast this spell. For each time you do, choose a paired set of square brackets and remove the words in between.) Destroy target nonblack creature with mana value 3 or less an opponent controls. You and its controller each draw a card and lose 2 life. Create a tapped 1/1 white Spirit creature token with flying.
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Cleaver Riot
  ( 5)
Sorcery
Creatures you control gain double strike until end of turn. (They deal both first-strike and regular combat damage.)
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Cleaver Skaab
  ( 4)
Creature — Zombie Horror
(2/4)
, , Sacrifice another Zombie: Create two tokens that are copies of the sacrificed creature.
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Cleaving Reaper
   ( 5)
Creature — Angel Berserker
(5/3)
Flying, trample Pay 3 life: Return this card from your graveyard to your hand. Activate only if you had an Angel or Berserker enter the battlefield under your control this turn.
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Cleaving Skyrider
  ( 3)
Creature — Human Warrior
(2/2)
Flash Kicker  (You may pay an additional  as you cast this spell.) Flying When this creature enters, if it was kicked, it deals X damage to any target, where X is the number of attacking creatures.
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Cleaving Sliver
  ( 4)
Creature — Sliver
(2/2)
Sliver creatures you control get +2/+0.
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Clement, the Worrywort
   ( 3)
Legendary Creature — Frog Druid
(3/3)
Vigilance Whenever Clement or another creature you control enters, return up to one target creature you control with lesser mana value to its owner's hand. Frogs you control have " : Add or . Spend this mana only to cast a creature spell."
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Cleon, Merry Champion
  ( 3)
Legendary Creature — Human Soldier
(2/2)
Double strike Heroic — Whenever you cast a spell that targets Cleon, exile the top card of your library. You may play that card until the end of your next turn.
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Cleopatra, Exiled Pharaoh
   ( 4)
Legendary Creature — Human Noble
(2/4)
Allies — At the beginning of your end step, put a +1/+1 counter on each of up to two other target legendary creatures. Betrayal — Whenever a legendary creature with counters on it dies, draw a card for each counter on it. You lose 2 life.
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Clergy en-Vec
  ( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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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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