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Cruelclaw's Heist
  ( 2)
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.) Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If the gift was promised, you may cast that card for as long as it remains exiled, and mana of any type can be spent to cast it.
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Crumbling Ashes
  ( 2)
Enchantment
At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it.
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Crush the Weak
  ( 3)
Sorcery
Crush the Weak deals 2 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Crusher Zendikon
  ( 3)
Enchantment — Aura
Enchant land Enchanted land is a 4/2 red Beast creature with trample. It's still a land. When enchanted land dies, return that card to its owner's hand.
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Cry of the Carnarium
   ( 3)
Sorcery
All creatures get -2/-2 until end of turn. Exile all creature cards in all graveyards that were put there from the battlefield this turn. If a creature would die this turn, exile it instead.
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Cult Healer
  ( 3)
Creature — Human Doctor
(3/3)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gains lifelink until end of turn.
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Cult of the Waxing Moon
  ( 5)
Creature — Human Shaman
(5/4)
Whenever a permanent you control transforms into a non-Human creature, create a 2/2 green Wolf creature token.
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Cultist of the Absolute
 ( 1)
Legendary Enchantment — Background
Commander creatures you own get +3/+3 and have flying, deathtouch, "Ward—Pay 3 life," and "At the beginning of your upkeep, sacrifice a creature."
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Cunning Bandit
   ( 3)
Creature — Human Warrior
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on this creature. At the beginning of the end step, if there are two or more ki counters on this creature, you may flip it.
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Cunning Lethemancer
  ( 3)
Creature — Human Wizard
(2/2)
At the beginning of your upkeep, each player discards a card.
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Cunning Rhetoric
  ( 3)
Enchantment
Whenever an opponent attacks you and/or one or more planeswalkers you control, exile the top card of that player's library. You may play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast it.
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Cuombajj Witches
  ( 2)
Creature — Human Wizard
(1/3)
: This creature deals 1 damage to any target and 1 damage to any target of an opponent's choice.
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Curious Herd
  ( 4)
Instant
Choose target opponent. You create X 3/3 green Beast creature tokens, where X is the number of artifacts that player controls.
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Curse of Leeches
  ( 3)
Enchantment — Aura Curse
Enchant player As this permanent transforms into Curse of Leeches, attach it to a player. At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Curse of the Bloody Tome
  ( 3)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player mills two cards.
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Curse of the Forsaken
  ( 3)
Enchantment — Aura Curse
Enchant player Whenever a creature attacks enchanted player, its controller gains 1 life.
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Curse of the Nightly Hunt
  ( 3)
Enchantment — Aura Curse
Enchant player Creatures enchanted player controls attack each combat if able.
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Curse of the Pierced Heart
  ( 2)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, this Aura deals 1 damage to that player or a planeswalker that player controls.
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Curse of the Restless Dead
  ( 3)
Enchantment — Aura Curse
Enchant player Whenever a land enchanted player controls enters, you create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
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Curse of the Swine
   ( 2)
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
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Curse of the Werefox
  ( 3)
Sorcery
Create a Monster Role token attached to target creature you control. When you do, that creature fights up to one target creature you don't control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample. Creatures that fight each deal damage equal to their power to the other.)
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Cursecatcher
 ( 1)
Creature — Merfolk Wizard
(1/1)
Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays .
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Cut of the Profits
   ( 2)
Sorcery
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell.) You draw X cards and you lose X life.
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Cut the Tethers
   ( 4)
Sorcery
For each Spirit, return it to its owner's hand unless that player pays .
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Dagger of the Worthy
 ( 2)
Artifact — Equipment
Equipped creature gets +2/+0 and has afflict 1. (Whenever it becomes blocked, defending player loses 1 life.) Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Daghatar the Adamant
  ( 4)
Legendary Creature — Human Warrior
(0/0)
Vigilance Daghatar enters with four +1/+1 counters on it.   : Move a +1/+1 counter from target creature onto a second target creature.
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Damping Sphere
 ( 2)
Artifact
If a land is tapped for two or more mana, it produces instead of any other type and amount. Each spell a player casts costs more to cast for each other spell that player has cast this turn.
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Dance of the Dead
  ( 2)
Enchantment — Aura
Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay  . If the player does, untap that creature.
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Dance of the Manse
   ( 2)
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
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Dance of the Skywise
  ( 2)
Instant
Until end of turn, target creature you control becomes a blue Dragon Illusion with base power and toughness 4/4, loses all abilities, and gains flying.
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Dance of the Tumbleweeds
  ( 2)
Sorcery
Spree (Choose one or more additional costs.) + — Search your library for a basic land card or a Desert card, put it onto the battlefield, then shuffle. + — Create an X/X green Elemental creature token, where X is the number of lands you control.
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Danitha Capashen, Paragon
  ( 3)
Legendary Creature — Human Knight
(2/2)
First strike, vigilance, lifelink Aura and Equipment spells you cast cost less to cast.
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Dargo, the Shipwrecker
  ( 7)
Legendary Creature — Giant Pirate
(7/5)
As an additional cost to cast this spell, you may sacrifice any number of artifacts and/or creatures. This spell costs less to cast for each permanent sacrificed this way and less to cast for each other artifact or creature you've sacrificed this turn. Trample Partner (You can have two commanders if both have partner.)
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Darigaaz, the Igniter
    ( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Darigaaz deals combat damage to a player, you may pay  . If you do, choose a color, then that player reveals their hand and Darigaaz deals damage to the player equal to the number of cards of that color revealed this way.
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Dark Prophecy
   ( 3)
Enchantment
Whenever a creature you control dies, you draw a card and you lose 1 life.
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Dark Sphere
 ( 0)
Artifact
, Sacrifice this artifact: The next time a source of your choice would deal damage to you this turn, prevent half that damage, rounded down.
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Dark Withering
   ( 6)
Instant
Destroy target nonblack creature. 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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Darkheart Sliver
  ( 2)
Creature — Sliver
(2/2)
All Slivers have "Sacrifice this permanent: You gain 3 life."
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Darling of the Masses
   ( 4)
Creature — Elf Citizen
(2/4)
Other Citizens you control get +1/+0. Whenever this creature attacks, create a 1/1 green and white Citizen creature token.
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Daru Healer
  ( 3)
Creature — Human Cleric
(1/2)
: Prevent the next 1 damage that would be dealt to any target this turn.
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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D'Avenant Archer
  ( 3)
Creature — Human Soldier Archer
(1/2)
: This creature deals 1 damage to target attacking or blocking creature.
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D'Avenant Healer
   ( 3)
Creature — Human Cleric Archer
(1/2)
: This creature deals 1 damage to target attacking or blocking creature.
: Prevent the next 1 damage that would be dealt to any target this turn.
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Dawn of the Dead
    ( 5)
Enchantment
At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
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Dawnfeather Eagle
  ( 5)
Creature — Bird
(3/3)
Flying When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Dawnray Archer
  ( 3)
Creature — Human Archer
(1/1)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) , : This creature deals 1 damage to target attacking or blocking creature.
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Daxos the Returned
   ( 3)
Legendary Creature — Zombie Soldier
(2/2)
Whenever you cast an enchantment spell, you get an experience counter.   : Create a white and black Spirit enchantment creature token. It has "This creature's power and toughness are each equal to the number of experience counters you have."
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Daxos, Blessed by the Sun
  ( 2)
Legendary Enchantment Creature — Demigod
(2/*)
Daxos's toughness is equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.) Whenever another creature you control enters or dies, you gain 1 life.
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Day of the Dragons
    ( 7)
Enchantment
When this enchantment enters, exile all creatures you control. Then create that many 5/5 red Dragon creature tokens with flying. When this enchantment leaves the battlefield, sacrifice all Dragons you control. Then return the exiled cards to the battlefield under your control.
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Day of the Moon
  ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Choose a creature card name, then goad all creatures with a name chosen for this enchantment. (Until your next turn, they attack each combat if able and attack a player other than you if able.)
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Dazzling Theater // Prop Room (Dazzling Theater)
  ( 4)
Enchantment — Room
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.) (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Dead Man's Chest
  ( 2)
Enchantment — Aura
Enchant creature an opponent controls When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
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Deadhead
  ( 4)
Creature — Zombie
(3/3)
: Return this card from your graveyard to the battlefield. Activate only if an opponent isn't touching their hand (of cards).
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Death in Heaven
  ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Target player mills two cards, then exiles their graveyard. III — Put all creature cards exiled with this enchantment onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
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Deathless Behemoth
 ( 6)
Creature — Eldrazi
(6/6)
Vigilance Sacrifice two Eldrazi Scions: Return this card from your graveyard to your hand. Activate only as a sorcery.
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Death's-Head Buzzard
   ( 3)
Creature — Bird
(2/1)
Flying When this creature dies, all creatures get -1/-1 until end of turn.
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Debt to the Kami
  ( 3)
Instant
Choose one — • Target opponent exiles a creature they control. • Target opponent exiles an enchantment they control.
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Deceive the Messenger
 ( 1)
Instant
Target creature gets -3/-0 until end of turn. Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Decimator of the Provinces
 ( 10)
Creature — Eldrazi Boar
(7/7)
Emerge    (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, creatures you control get +2/+2 and gain trample until end of turn. Trample, haste
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Dee Kay, Finder of the Lost
   ( 3)
Legendary Creature — Zombie Employee
(1/4)
When Dee Kay enters, open an Attraction. Whenever you roll a 2, each opponent loses 1 life and you gain 1 life. Whenever you roll a 4, you may tap or untap target artifact or creature. Whenever you roll a 6, return target creature card from your graveyard to your hand.
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Deekah, Fractal Theorist
  ( 5)
Legendary Creature — Human Wizard
(3/3)
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is that spell's mana value.  : Target creature token can't be blocked this turn.
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Deep Forest Hermit
   ( 5)
Creature — Elf Druid
(1/1)
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this creature enters, create four 1/1 green Squirrel creature tokens. Squirrels you control get +1/+1.
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Defend the Campus
  ( 4)
Instant
Choose one — • Creatures you control get +1/+1 until end of turn. • Destroy target creature with power 4 or greater.
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Defend the Celestus
   ( 4)
Instant
Distribute three +1/+1 counters among one, two, or three target creatures you control.
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Defend the Hearth
  ( 2)
Instant
Prevent all combat damage that would be dealt to players this turn.
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Defend the Rider
 ( 1)
Instant
Choose one — • Target permanent you control gains hexproof and indestructible until end of turn. • Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater."
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Defender of the Order
  ( 4)
Creature — Human Cleric
(2/4)
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, creatures you control get +0/+2 until end of turn.
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Defender of the Queue (playtest)
  ( 4)
Creature — — Centaur Soldier
(3/3)
Positioning (As this creature enters, lock your creatures in order from left to right for as long as you control a creature with positioning. Each time a creature enters or comes under your control, position it to the left or right of another creature you control.) Adjacent creatures to the left and right of Defender of the Queue get +1/+1 and have vigilance.
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Defense of the Heart
  ( 4)
Enchantment
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice this enchantment, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
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Deluge of the Dead
( 0)
Enchantment
When this enchantment enters, create two 2/2 black Zombie creature tokens.  : Exile target card from a graveyard. If it was a creature card, create a 2/2 black Zombie creature token.
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Demogorgon's Clutches
  ( 3)
Sorcery
Target opponent discards two cards, mills two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
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Demolisher Spawn
   ( 7)
Enchantment Creature — Horror
(7/7)
Trample, haste Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn.
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Demon of Catastrophes
   ( 4)
Creature — Demon
(6/6)
As an additional cost to cast this spell, sacrifice a creature. Flying, trample
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Hezrou (Demonic Stench)
 ( 1)
Instant — Adventure
Each creature that blocked this turn gets -1/-1 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Den of the Bugbear
( 0)
Land
If you control two or more other lands, this land enters tapped. : Add .
 : Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
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Denizen of the Deep
   ( 8)
Creature — Serpent
(11/11)
When this creature enters, return each other creature you control to its owner's hand.
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Deny the Divine
  ( 3)
Instant
Counter target creature or enchantment spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Deny the Witch
    ( 4)
Instant
Counter target spell, activated ability, or triggered ability. Its controller loses life equal to the number of creatures you control.
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Depart the Realm
  ( 2)
Instant
Return target nonland permanent to its owner's hand. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Deploy the Gatewatch
   ( 6)
Sorcery
Look at the top seven cards of your library. Put up to two planeswalker cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Deploy to the Front
   ( 7)
Sorcery
Create X 1/1 white Soldier creature tokens, where X is the number of creatures on the battlefield.
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Deranged Hermit
   ( 5)
Creature — Elf
(1/1)
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.) When this creature enters, create four 1/1 green Squirrel creature tokens. Squirrel creatures get +1/+1.
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Deranged Whelp
  ( 2)
Creature — Wolf
(2/1)
Menace (This creature can't be blocked except by two or more creatures.)
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Descend upon the Sinful
   ( 6)
Sorcery
Exile all creatures. Delirium — Create a 4/4 white Angel creature token with flying if there are four or more card types among cards in your graveyard.
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