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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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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 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 Retreat
( 0)
Land
This land enters tapped unless you control a Mountain or a Plains. : Add or .
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Clinging Darkness
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-1.
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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 Feathers
 ( 1)
Sorcery
Target creature gains flying until end of turn. Draw a card.
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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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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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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 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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Close Quarters
   ( 4)
Enchantment
Whenever a creature you control becomes blocked, this enchantment deals 1 damage to any target.
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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 Dragon
  ( 6)
Creature — Illusion Dragon
(5/4)
Flying This creature can block only creatures with flying.
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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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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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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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Cloudshredder Sliver
  ( 2)
Creature — Sliver
(1/1)
Sliver creatures you control have flying and haste.
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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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Cloudsteel Kirin
  ( 3)
Artifact Creature — Equipment Kirin
(3/2)
Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure ( : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Cloudstone Curio
 ( 3)
Artifact
Whenever a nonartifact permanent you control enters, you may return another permanent you control that shares a permanent type with it to its owner's hand.
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Cloudthresher
     ( 6)
Creature — Elemental
(7/7)
Flash Reach When this creature enters, it deals 2 damage to each creature with flying and each player. Evoke   (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Clown Car
 ( 0)
Artifact — Vehicle
(1/1)
When this Vehicle enters, roll X six-sided dice. For each odd result, create a 1/1 white Clown Robot artifact creature token. For each even result, put a +1/+1 counter on this Vehicle. Crew 2
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Clowning Around
  ( 2)
Sorcery
Create two 1/1 white Clown Robot artifact creature tokens, then roll a six-sided die. If the result is equal to or less than the number of Robots you control, create a 1/1 white Clown Robot artifact creature token.
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Coalborn Entity
  ( 5)
Creature — Elemental
(4/4)
 : This creature deals 1 damage to target creature token, player, or planeswalker.
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Coalhauler Swine
   ( 6)
Creature — Boar Beast
(4/4)
Whenever this creature is dealt damage, it deals that much damage to each player.
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Coalition Honor Guard
  ( 4)
Creature — Human Flagbearer
(2/4)
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
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Coalition Relic
 ( 3)
Artifact
: Add one mana of any color.
: Put a charge counter on this artifact.
At the beginning of your first main phase, remove all charge counters from this artifact. Add one mana of any color for each charge counter removed this way.
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Coalition Warbrute
  ( 4)
Creature — Minotaur Berserker
(3/4)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Trample
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Coalstoke Gearhulk
     ( 5)
Artifact Creature — Construct
(5/4)
Menace, deathtouch When this creature enters, put target creature card with mana value 4 or less from a graveyard onto the battlefield under your control with a finality counter on it. That creature gains menace, deathtouch, and haste. At the beginning of your next end step, exile that creature.
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Coast Watcher
  ( 2)
Creature — Bird Soldier
(1/1)
Flying, protection from green
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Coastal Breach
  ( 7)
Sorcery
Undaunted (This spell costs less to cast for each opponent.) Return all nonland permanents to their owners' hands.
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Coastal Bulwark
 ( 2)
Artifact Creature — Wall
(1/3)
Defender This creature gets +2/+0 as long as you control an Island. , : Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
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Coastal Drake
  ( 3)
Creature — Drake
(2/1)
Flying  , : Return target Kavu to its owner's hand.
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Coastal Hornclaw
  ( 5)
Creature — Bird
(3/3)
Sacrifice a land: This creature gains flying until end of turn.
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Coastal Piracy
   ( 4)
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
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Coastal Wizard
   ( 4)
Creature — Human Wizard
(1/1)
: Return this creature and another target creature to their owners' hands. Activate only during your turn, before attackers are declared.
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Coastline Chimera
  ( 4)
Creature — Chimera
(1/5)
Flying  : This creature can block an additional creature this turn.
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Coat of Arms
 ( 5)
Artifact
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
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Coati Scavenger
  ( 3)
Creature — Raccoon
(3/2)
Descend 4 — When this creature enters, if there are four or more permanent cards in your graveyard, return target permanent card from your graveyard to your hand.
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Coax from the Blind Eternities
  ( 3)
Sorcery
You may reveal an Eldrazi card you own from outside the game or choose a face-up Eldrazi card you own in exile. Put that card into your hand.
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Cobbled Lancer
 ( 1)
Creature — Zombie Horse
(3/3)
As an additional cost to cast this spell, exile a creature card from your graveyard.  , Exile this card from your graveyard: Draw a card.
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Cobra Trap
   ( 6)
Instant — Trap
If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay rather than pay this spell's mana cost. Create four 1/1 green Snake creature tokens.
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Cockatrice
   ( 5)
Creature — Cockatrice
(2/4)
Flying Whenever this creature blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
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Code of Constraint
  ( 3)
Instant
Target creature gets -4/-0 until end of turn. Draw a card. Addendum — If you cast this spell during your main phase, tap that creature and it doesn't untap during its controller's next untap step.
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