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Charge of the Forever-Beast
  ( 3)
Sorcery
As an additional cost to cast this spell, reveal a creature card from your hand. Charge of the Forever-Beast deals damage to target creature or planeswalker equal to the revealed card's power.
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Charging Bandits
  ( 5)
Creature — Human Rogue
(3/3)
Whenever this creature attacks, it gets +2/+0 until end of turn.
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Charging Binox
  ( 8)
Creature — Beast
(7/5)
Assist (Another player can pay up to of this spell's cost.) Trample
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Charging Slateback
  ( 5)
Creature — Beast
(4/3)
This creature can't block. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Charging War Boar
   ( 3)
Creature — Boar
(3/1)
Haste (This creature can attack and as soon as it comes under your control.) As long as you control a Domri planeswalker, this creature gets +1/+1 and has trample. (It can deal excess damage to the player or planeswalker it's attacking.)
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Charisma Bobblehead
 ( 3)
Artifact — Bobblehead
: Add one mana of any color.
, : Create X 1/1 white Soldier creature tokens, where X is the number of Bobbleheads you control. Activate only as a sorcery.
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Charitable Levy
  ( 2)
Enchantment
Noncreature spells cost more to cast. Whenever a player casts a noncreature spell, put a collection counter on this enchantment. Then if there are three or more collection counters on it, sacrifice it. If you do, draw a card, then you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Charmbreaker Devils
  ( 6)
Creature — Devil
(4/4)
At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Whenever you cast an instant or sorcery spell, this creature gets +4/+0 until end of turn.
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Charred Graverobber
  ( 3)
Creature — Skeleton Mercenary
(3/1)
When this creature enters, return target outlaw card from your graveyard to your hand. Escape—  , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with a +1/+1 counter on it.
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Char-Rumbler
   ( 4)
Creature — Elemental
(-1/3)
Double strike : This creature gets +1/+0 until end of turn.
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Chea, Friend to Maybe Too Many (playtest)
    ( 4)
Legendary Creature — — Human Wizard
(2/4)
Familiar spells you cast have flash. (Bats, Birds, Cats, Dragons, Faeries, Foxes, Frogs, Imps, Lizards, and Spiders are familiars, as well as any creature with "Familiar" in its name.) : Add X and each opponent loses X life, where X is the number of familiars you control.
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Checks and Balances
  ( 3)
Enchantment
Cast this spell only if there are three or more players in the game. Whenever a player casts a spell, each of that player's opponents may discard a card. If they do, counter that spell.
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Chevill, Bane of Monsters
  ( 2)
Legendary Creature — Human Rogue
(1/3)
Deathtouch At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls. Whenever a permanent an opponent controls with a bounty counter on it dies, you gain 3 life and draw a card.
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Chill of Foreboding
  ( 3)
Sorcery
Each player mills five cards. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Chillbringer
  ( 5)
Creature — Elemental
(3/3)
Flying When this creature enters, tap target creature an opponent controls. It doesn't untap during its controller's next untap step.
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Chimney Rabble
  ( 4)
Creature — Phyrexian Goblin Warrior
(3/3)
Haste When this creature enters, create a 1/1 red Phyrexian Goblin creature token.
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Chishiro, the Shattered Blade
   ( 4)
Legendary Creature — Snake Samurai
(4/4)
Whenever an Aura or Equipment you control enters, create a 2/2 red Spirit creature token with menace. At the beginning of your end step, put a +1/+1 counter on each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
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Cho-Arrim Bruiser
  ( 6)
Creature — Ogre Rebel
(3/4)
Whenever this creature attacks, you may tap up to two target creatures.
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Cho-Manno's Blessing
  ( 2)
Enchantment — Aura
Flash Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
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Chosen by Heliod
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature gets +0/+2.
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Chromeshell Crab
  ( 5)
Creature — Crab Beast
(3/3)
Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, you may exchange control of target creature you control and target creature an opponent controls.
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Chromium, the Mutable
    ( 7)
Legendary Creature — Elder Dragon
(7/7)
Flash This spell can't be countered. Flying Discard a card: Until end of turn, Chromium becomes a Human with base power and toughness 1/1, loses all abilities, and gains hexproof. It can't be blocked this turn.
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Chronobot (playtest)
 ( 2)
Artifact Creature — — Construct
(2/2)
When CARDNAME enters the battlefield, switch upkeep steps with target opponent for as long as it remains on the battlefield. (You take your upkeep on their turn, and they take their upkeep on your turn.)
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Chub Toad
  ( 3)
Creature — Frog
(1/1)
Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.
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Chupacabra Echo
   ( 4)
Creature — Beast Horror Spirit
(3/2)
Fathomless descent — When this creature enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
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Cinderbones
  ( 3)
Creature — Elemental Skeleton
(1/1)
Wither (This deals damage to creatures in the form of -1/-1 counters.)  : Regenerate this creature.
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Cipherbound Spirit
( 0)
Creature — Spirit
(3/2)
Flying This creature can block only creatures with flying.  : Draw two cards, then discard a card.
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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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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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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 in a Bottle
 ( 2)
Artifact
Whenever one or more other nontoken permanents with a name originally printed in the Arabian Nights expansion are on the battlefield, their controllers sacrifice them. Players can't cast spells or play lands with a name originally printed in the Arabian Nights expansion.
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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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Citywide Bust
   ( 3)
Sorcery
Destroy all creatures with toughness 4 or greater.
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Civic Saber
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+0 for each of its colors. Equip 
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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 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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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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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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Cleansing Beam
  ( 5)
Instant
Radiance — Cleansing Beam deals 2 damage to target creature and each other creature that shares a color with it.
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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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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 Skaab
  ( 4)
Creature — Zombie Horror
(2/4)
, , Sacrifice another Zombie: Create two tokens that are copies of the sacrificed creature.
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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 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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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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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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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 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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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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Cloudblazer
   ( 5)
Creature — Human Scout
(2/2)
Flying When this creature enters, you gain 2 life and draw two cards.
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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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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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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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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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Cobalt Golem
 ( 4)
Artifact Creature — Golem
(2/3)
 : This creature gains flying until end of turn.
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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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Cobbled Wings
 ( 2)
Artifact — Equipment
Equipped creature has flying. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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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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Cogwork Assembler
 ( 3)
Artifact Creature — Assembly-Worker
(2/3)
: Create a token that's a copy of target artifact. That token gains haste. Exile it at the beginning of the next end step.
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Cogwork Librarian
 ( 4)
Artifact Creature — Construct
(3/3)
Draft this card face up. As you draft a card, you may draft an additional card from that booster pack. If you do, put this card into that booster pack.
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Coiling Rebirth
   ( 5)
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
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Collapsing Borders
  ( 4)
Enchantment
Domain — At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands they control. Then this enchantment deals 3 damage to that player.
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Collective Brutality
  ( 2)
Sorcery
Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card. • Target creature gets -2/-2 until end of turn. • Target opponent loses 2 life and you gain 2 life.
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Colossal Badger
  ( 6)
Creature — Badger
(6/5)
When this creature enters, you gain 3 life.
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Combat Calligrapher
  ( 4)
Creature — Bird Cleric
(3/3)
Flying Inklings can't attack you or planeswalkers you control. Whenever a player attacks one of your opponents, that attacking player creates a tapped 2/1 white and black Inkling creature token with flying that's attacking that opponent.
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Combat Celebrant
  ( 3)
Creature — Human Warrior
(4/1)
If this creature hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.)
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Combat Courier
 ( 1)
Artifact Creature — Construct
(1/1)
, Sacrifice this creature: Draw a card.
Unearth ( : Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Combat Medic
  ( 3)
Creature — Human Cleric Soldier
(0/2)
 : Prevent the next 1 damage that would be dealt to any target this turn.
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Combat Professor
  ( 4)
Creature — Bird Cleric
(2/3)
Flying At the beginning of combat on your turn, target creature you control gets +1/+0 and gains vigilance until end of turn.
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Combat Research
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card." As long as enchanted creature is legendary, it gets +1/+1 and has ward . (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Combat Thresher
 ( 7)
Artifact Creature — Construct
(3/3)
Double strike When this creature enters, draw a card. //PRT-Prototype_Mech//  
Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 1/1
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Combo Attack
  ( 3)
Sorcery
Two target creatures your team controls each deal damage equal to their power to target creature.
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Combust
  ( 2)
Instant
This spell can't be countered. Combust deals 5 damage to target white or blue creature. The damage can't be prevented.
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Combustible Gearhulk
   ( 6)
Artifact Creature — Construct
(6/6)
First strike When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.
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Come Back Wrong
  ( 3)
Sorcery
Destroy target creature. If a creature card is put into a graveyard this way, return it to the battlefield under your control. Sacrifice it at the beginning of your next end step.
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Command Beacon
( 0)
Land
: Add .
, Sacrifice this land: Put your commander into your hand from the command zone.
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Common Black Removal (playtest)
   ( 4)
Instant
Choose one. Destroy target creature, then — • Create a Food token. • Create a Treasure token. • Put a menace counter on a creature you control. • That creature's controller mills cards equal to its power.
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Common Bond
   ( 3)
Instant
Put a +1/+1 counter on target creature. Put a +1/+1 counter on target creature.
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Communal Brewing
  ( 3)
Enchantment
When this enchantment enters, any number of target opponents each draw a card. Put an ingredient counter on this enchantment, then put an ingredient counter on it for each card drawn this way. Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of ingredient counters on this enchantment.
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Conceited Witch
  ( 3)
Creature — Human Warlock
(2/3)
Menace (This creature can't be blocked except by two or more creatures.)
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