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Cartographer's Survey
  ( 4)
Sorcery
Look at the top seven cards of your library. Put up to two land cards from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
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Cartouche of Ambition
  ( 3)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may put a -1/-1 counter on target creature. Enchanted creature gets +1/+1 and has lifelink.
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Cartouche of Knowledge
  ( 2)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, draw a card. Enchanted creature gets +1/+1 and has flying.
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Cartouche of Solidarity
 ( 1)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, create a 1/1 white Warrior creature token with vigilance. Enchanted creature gets +1/+1 and has first strike. (It deals combat damage before creatures without first strike.)
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Cartouche of Strength
  ( 3)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.
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Cartouche of Zeal
 ( 1)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste. (It can attack and no matter when it came under your control.)
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Case of the Burning Masks
   ( 3)
Enchantment — Case
When this Case enters, it deals 3 damage to target creature an opponent controls. To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
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Case of the Crimson Pulse
  ( 3)
Enchantment — Case
When this Case enters, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
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Case of the Filched Falcon
 ( 1)
Enchantment — Case
When this Case enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") To solve — You control three or more artifacts. (If unsolved, solve at the beginning of your end step.) Solved —  , Sacrifice this Case: Put four +1/+1 counters on target noncreature artifact. It becomes a 0/0 Bird creature with flying in addition to its other types.
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Case of the Gateway Express
  ( 2)
Enchantment — Case
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature. To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.) Solved — Creatures you control get +1/+0.
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Case of the Gorgon's Kiss
 ( 1)
Enchantment — Case
When this Case enters, destroy up to one target creature that was dealt damage this turn. To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.) Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.
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Case of the Locked Hothouse
  ( 4)
Enchantment — Case
You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
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Case of the Pilfered Proof
  ( 2)
Enchantment — Case
Whenever a Detective you control enters or is turned face up, put a +1/+1 counter on it. To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.) Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with " , Sacrifice this token: Draw a card.")
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Case of the Ransacked Lab
  ( 3)
Enchantment — Case
Instant and sorcery spells you cast cost less to cast. To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast an instant or sorcery spell, draw a card.
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Case of the Shattered Pact
 ( 2)
Enchantment — Case
When this Case enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
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Case of the Shifting Visage
   ( 3)
Enchantment — Case
At the beginning of your upkeep, surveil 1. To solve — There are fifteen or more cards in your graveyard. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast a nonlegendary creature spell, copy that spell. (The copy becomes a token.)
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Case of the Stashed Skeleton
  ( 2)
Enchantment — Case
When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.) To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.) Solved —  , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
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Case of the Trampled Garden
  ( 3)
Enchantment — Case
When this Case enters, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
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Case of the Uneaten Feast
 ( 1)
Enchantment — Case
Whenever a creature you control enters, you gain 1 life. To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
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Case the Joint
  ( 4)
Instant
Draw two cards, then look at the top card of each player's library.
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Cast into the Fire
  ( 2)
Instant
Choose one — • Cast into the Fire deals 1 damage to each of up to two target creatures. • Exile target artifact.
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Catastrophe
   ( 6)
Sorcery
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.
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Catch of the Day (playtest)
  ( 6)
Creature — — Serpent
(?/?)
As Catch of the Day enters the battlefield, choose one for each of the following. <b>Keyword</b> → Vigilance; ward ; or islandwalk. <b>Whenever this creature attacks</b> → Scry 2; goad target creature an opponent controls; or tap target creature an opponent controls. <b>Size</b> → 6/2; 4/4; or 2/6.
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Cathedral Acolyte
  ( 2)
Creature — Human Cleric
(1/2)
Each creature you control with a counter on it has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) : Put a +1/+1 counter on target creature that entered this turn.
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Cathedral Membrane
  ( 2)
Artifact Creature — Phyrexian Wall
(0/3)
( can be paid with either or 2 life.) Defender When this creature dies during combat, it deals 6 damage to each creature it blocked this combat.
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Cathedral of Serra
( 0)
Land
White legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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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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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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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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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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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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Celestine, the Living Saint
  ( 5)
Legendary Creature — Human Warrior
(3/4)
Flying, lifelink Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
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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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Centaur Archer
   ( 3)
Creature — Centaur Archer
(3/2)
: This creature deals 1 damage to target creature with flying.
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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 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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Chained to the Rocks
 ( 1)
Enchantment — Aura
Enchant Mountain you control When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. (That creature returns under its owner's control.)
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Chains of Mephistopheles
  ( 2)
Enchantment
If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.
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Chalice of the Void
  ( 0)
Artifact
This artifact enters with X charge counters on it. Whenever a player casts a spell with mana value equal to the number of charge counters on this artifact, counter that spell.
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Champion of the Flame
  ( 2)
Creature — Human Warrior
(1/1)
Trample This creature gets +2/+2 for each Aura and Equipment attached to it.
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Champion of the Hareish (playtest)
 ( 1)
Creature — — Rabbit Soldier
(1/1)
Buddy list (As this creature enters, if any of its creature types isn't on your buddy list, write one of them on your buddy list.) Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of the Hareish if one of that creature's creature types is on your buddy list. Otherwise, write one of its creature types on your buddy list.
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Champion of the Parish
 ( 1)
Creature — Human Soldier
(1/1)
Whenever another Human you control enters, put a +1/+1 counter on this creature.
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Champion of the Perished
 ( 1)
Creature — Zombie
(1/1)
Whenever another Zombie you control enters, put a +1/+1 counter on this creature.
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Champion's Helm
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2. As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip 
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Chancellor of the Annex
    ( 7)
Creature — Phyrexian Angel
(5/6)
You may reveal this card from your opening hand. If you do, when each opponent casts their first spell of the game, counter that spell unless that player pays . Flying Whenever an opponent casts a spell, counter it unless that player pays .
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Chancellor of the Dross
    ( 7)
Creature — Phyrexian Vampire
(6/6)
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent loses 3 life, then you gain life equal to the life lost this way. Flying, lifelink
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Chancellor of the Forge
    ( 7)
Creature — Phyrexian Giant
(5/5)
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, create a 1/1 red Phyrexian Goblin creature token with haste. When this creature enters, create X 1/1 red Phyrexian Goblin creature tokens with haste, where X is the number of creatures you control.
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Chancellor of the Spires
    ( 7)
Creature — Phyrexian Sphinx
(5/7)
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent mills seven cards. Flying When this creature enters, you may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost.
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Chancellor of the Tangle
    ( 7)
Creature — Phyrexian Beast
(6/7)
You may reveal this card from your opening hand. If you do, at the beginning of your first main phase of the game, add . Vigilance, reach
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Chandra, Heart of Fire
   ( 5)
Legendary Planeswalker — Chandra
(5)
+1: Discard your hand, then exile the top three cards of your library. Until end of turn, you may play cards exiled this way. +1: Chandra deals 2 damage to any target. −9: Search your graveyard and library for any number of red instant and/or sorcery cards, exile them, then shuffle. You may cast them this turn. Add six .
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Chandra, the Firebrand
  ( 4)
Legendary Planeswalker — Chandra
(3)
+1: Chandra deals 1 damage to any target. −2: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. −6: Chandra deals 6 damage to each of up to six targets.
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Chandra's Pyrohelix
  ( 2)
Instant
Chandra's Pyrohelix deals 2 damage divided as you choose among one or two targets.
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Change of Heart
 ( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Target creature can't attack this turn.
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Change the Equation
  ( 2)
Instant
Choose one — • Counter target spell with mana value 2 or less. • Counter target red or green spell with mana value 6 or less.
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Changeling Hero
  ( 5)
Creature — Shapeshifter
(4/4)
Changeling (This card is every creature type.) Champion a creature (When this enters, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Chaosphere
  ( 3)
World Enchantment
Creatures with flying can block only creatures with flying. Creatures without flying have reach. (They can block creatures with flying.)
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Charge Across the Araba
  ( 5)
Instant — Arcane
Sweep — Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way.
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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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Charge of the Mites
  ( 3)
Instant
Choose one — • Charge of the Mites deals damage equal to the number of creatures you control to target creature or planeswalker. • Create two 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This token can't block." (Players dealt combat damage by them also get a poison counter.)
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Chariot of the Sun
 ( 3)
Artifact
, : Until end of turn, target creature you control gains flying and has base toughness 1.
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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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Charix, the Raging Isle
   ( 4)
Legendary Creature — Leviathan Crab
(0/17)
Spells your opponents cast that target Charix cost more to cast. : Charix gets +X/-X until end of turn, where X is the number of Islands you control.
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Chatter of the Squirrel
 ( 1)
Sorcery
Create a 1/1 green Squirrel creature token. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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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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Cheap Ass
  ( 2)
Creature — Donkey Townsfolk
(1/3{1/2})
Spells you cast cost o½ less to cast.
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Cheatyface
   ( 3)
Creature — Efreet
(2/2)
If Cheatyface is in your hand, you may sneak Cheatyface onto the battlefield. If an opponent catches you right away, that player may exile Cheatyface. Flying
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Check for Traps
  ( 2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
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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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Cheering Fanatic
  ( 2)
Creature — Goblin
(2/2)
Whenever this creature attacks, choose a card name. Spells with the chosen name cost less to cast this turn.
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Chef's Kiss
   ( 3)
Instant
Gain control of target spell that targets only a single permanent or player. Copy it, then reselect the targets at random for the spell and the copy. The new targets can't be you or a permanent you control.
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Chemister's Insight
  ( 4)
Instant
Draw two cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Chemister's Trick
  ( 2)
Instant
Target creature you don't control gets -2/-0 until end of turn and attacks this turn if able. Overload   (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Cherished Hatchling
  ( 2)
Creature — Dinosaur
(2/1)
When this creature dies, you may cast Dinosaur spells this turn as though they had flash, and whenever you cast a Dinosaur spell this turn, it gains "When this creature enters, you may have it fight another target creature."
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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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Chief of the Edge
  ( 2)
Creature — Human Warrior
(3/2)
Other Warrior creatures you control get +1/+0.
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Chief of the Foundry
 ( 3)
Artifact Creature — Construct
(2/3)
Other artifact creatures you control get +1/+1.
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Chief of the Scale
  ( 2)
Creature — Human Warrior
(2/3)
Other Warrior creatures you control get +0/+1.
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Child of the Pack
   ( 4)
Creature — Human Werewolf
(2/5)
  : Create a 2/2 green Wolf creature token.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Child of the Volcano
  ( 4)
Creature — Elemental
(3/3)
Trample At the beginning of your end step, if you descended this turn, put a +1/+1 counter on this creature. (You descended if a permanent card was put into your graveyard from anywhere.)
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Chill of the Grave
  ( 3)
Instant
This spell costs less to cast if you control a Zombie. Tap target creature. It doesn't untap during its controller's next untap step. Draw a card.
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Chimeric Sphere
 ( 3)
Artifact
: Until end of turn, this artifact becomes a 2/1 Construct artifact creature with flying.
: Until end of turn, this artifact becomes a 3/2 Construct artifact creature and loses flying.
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Chimil, the Inner Sun
 ( 6)
Legendary Artifact
Spells you control can't be countered. At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Chisei, Heart of Oceans
   ( 4)
Legendary Creature — Spirit
(4/4)
Flying At the beginning of your upkeep, sacrifice Chisei unless you remove a counter from a permanent you control.
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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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Chittering Dispatcher
  ( 3)
Creature — Eldrazi Drone
(2/3)
Devoid (This card has no color.) Myriad When this creature leaves the battlefield, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
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Chivalrous Chevalier
  ( 5)
Artifact Creature — Cyborg Knight
(3/3)
Flying When this creature enters, return a creature you control to its owner's hand unless you compliment an opponent.
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Choking Tethers
  ( 4)
Instant
Tap up to four target creatures. Cycling  ( , Discard this card: Draw a card.) When you cycle this card, you may tap target creature.
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Chorus of the Conclave
     ( 8)
Legendary Creature — Dryad
(3/8)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) As an additional cost to cast creature spells, you may pay any amount of mana. If you do, that creature enters with that many additional +1/+1 counters on it.
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Chorus of the Tides
  ( 4)
Creature — Siren
(3/2)
Flying Heroic — Whenever you cast a spell that targets this creature, scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
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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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Chromatic Sphere
 ( 1)
Artifact
, , Sacrifice this artifact: Add one mana of any color. Draw a card.
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