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Captivating Glance
  ( 3)
Enchantment — Aura
Enchant creature At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
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Captive Flame
  ( 3)
Enchantment
: Target creature gets +1/+0 until end of turn.
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Captured by Lagacs
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When this Aura enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
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Captured by the Consulate
  ( 4)
Enchantment — Aura
Enchant creature you don't control Enchanted creature can't attack. Whenever an opponent casts a spell, if it has a single target, change the target to enchanted creature if able.
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Caradora, Heart of Alacria
   ( 4)
Legendary Creature — Human Knight
(4/2)
When Caradora enters, you may search your library for a Mount or Vehicle card, reveal it, put it into your hand, then shuffle. If one or more +1/+1 counters would be put on a creature or Vehicle you control, that many plus one +1/+1 counters are put on it instead.
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Carnage Gladiator
   ( 4)
Creature — Skeleton Warrior
(4/2)
Whenever a creature blocks, that creature's controller loses 1 life.   : Regenerate this creature.
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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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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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Cateran Slaver
   ( 6)
Creature — Horror Mercenary
(5/5)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) , : Search your library for a Mercenary permanent card with mana value 5 or less, put it onto the battlefield, then shuffle.
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Caustic Caterpillar
 ( 1)
Creature — Insect
(1/1)
 , Sacrifice this creature: Destroy target artifact or enchantment.
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Cavalcade of Calamity
  ( 2)
Enchantment
Whenever a creature you control with power 1 or less attacks, this enchantment deals 1 damage to the player or planeswalker that creature is attacking.
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Cavalier of Flame
    ( 5)
Creature — Elemental Knight
(6/5)
 : Creatures you control get +1/+0 and gain haste until end of turn.
When this creature enters, discard any number of cards, then draw that many cards. When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
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Cavern Lampad
  ( 4)
Enchantment Creature — Nymph
(2/2)
Bestow  (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Enchanted creature gets +2/+2 and has intimidate.
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Ceaseless Searblades
  ( 4)
Creature — Elemental Warrior
(2/4)
Whenever you activate an ability of an Elemental, this creature gets +1/+0 until end of turn.
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Celestial Flare
  ( 2)
Instant
Target player sacrifices an attacking or blocking creature of their choice.
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Celestial Regulator
   ( 3)
Creature — Angel Advisor
(2/3)
Flying When this creature enters, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
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Celestine Cave Witch (playtest)
  ( 4)
Creature — — Human Warlock
(2/3)
When CARDNAME enters the battlefield, create two 1/1 black Insect creature tokens. Whenever CARDNAME attacks, you may sacrifice an Insect. When you do, curse defending player. (Create a black Aura Curse enchantment token that's attached to that player. It has enchant player and "At the beginning of your upkeep, you lose 1 life.")
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Cellar Door
 ( 2)
Artifact
, : Target player puts the bottom card of their library into their graveyard. If it's a creature card, you create a 2/2 black Zombie creature token.
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Chain of Plasma
  ( 2)
Instant
Chain of Plasma deals 3 damage to any target. Then that player or that permanent's controller may discard a card. If the player does, they may copy this spell and may choose a new target for that copy.
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Chainflail Centipede
  ( 3)
Artifact Creature — Equipment Insect
(2/2)
Whenever this creature or equipped creature attacks, it gets +2/+0 until end of turn. 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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Chamber of Manipulation
   ( 4)
Enchantment — Aura
Enchant land Enchanted land has " , Discard a card: Gain control of target creature until end of turn."
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Champion Lancer
   ( 6)
Creature — Human Knight
(3/3)
Prevent all damage that would be dealt to this creature by creatures.
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Champion of Lambholt
   ( 3)
Creature — Human Warrior
(1/1)
Creatures with power less than this creature's power can't block creatures you control. Whenever another creature you control enters, put a +1/+1 counter on this creature.
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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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Chandra Ablaze
   ( 6)
Legendary Planeswalker — Chandra
(5)
+1: Discard a card. If a red card is discarded this way, Chandra deals 4 damage to any target. −2: Each player discards their hand, then draws three cards. −7: Cast any number of red instant and/or sorcery cards from your graveyard without paying their mana costs.
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Chandra Nalaar
   ( 5)
Legendary Planeswalker — Chandra
(6)
+1: Chandra Nalaar deals 1 damage to target player or planeswalker. −X: Chandra Nalaar deals X damage to target creature. −8: Chandra Nalaar deals 10 damage to target player or planeswalker and each creature that player or that planeswalker's controller controls.
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Chandra, Acolyte of Flame
   ( 3)
Legendary Planeswalker — Chandra
(4)
0: Put a loyalty counter on each red planeswalker you control. 0: Create two 1/1 red Elemental creature tokens. They gain haste. Sacrifice them at the beginning of the next end step. −2: You may cast target instant or sorcery card with mana value 3 or less from your graveyard. If that spell would be put into your graveyard, exile it instead.
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Chandra, Fire of Kaladesh
   ( 3)
Legendary Creature — Human Shaman
(2/2)
Whenever you cast a red spell, untap Chandra. : Chandra deals 1 damage to target player or planeswalker. If Chandra has dealt 3 or more damage this turn, exile her, then return her to the battlefield transformed under her owner's control.
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Chandra, Flamecaller
   ( 6)
Legendary Planeswalker — Chandra
(4)
+1: Create two 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step. 0: Discard all the cards in your hand, then draw that many cards plus one. −X: Chandra deals X damage to each creature.
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Chandra, Flame's Catalyst
   ( 6)
Legendary Planeswalker — Chandra
(5)
+1: Chandra deals 3 damage to each opponent. −2: You may cast target red instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. −8: Discard your hand, then draw seven cards. Until end of turn, you may cast spells from your hand without paying their mana costs.
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Chandra, Flame's Fury
   ( 6)
Legendary Planeswalker — Chandra
(4)
+1: Chandra deals 2 damage to any target. −2: Chandra deals 4 damage to target creature and 2 damage to that creature's controller. −8: Chandra deals 10 damage to target player and each creature that player controls.
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Chandra, Flameshaper
   ( 7)
Legendary Planeswalker — Chandra
(6)
+2: Add   . Exile the top three cards of your library. Choose one. You may play that card this turn. +1: Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token." −4: Chandra deals 8 damage divided as you choose among any number of target creatures and/or planeswalkers.
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Chandra, Roaring Flame
( 0)
Legendary Planeswalker — Chandra
(4)
+1: Chandra deals 2 damage to target player or planeswalker. −2: Chandra deals 2 damage to target creature. −7: Chandra deals 6 damage to each opponent. Each player dealt damage this way gets an emblem with "At the beginning of your upkeep, this emblem deals 3 damage to you."
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Chandra's Flame Wave
   ( 5)
Sorcery
Chandra's Flame Wave deals 2 damage to target player and each creature that player controls. Search your library and/or graveyard for a card named Chandra, Flame's Fury, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Chandra's Regulator
  ( 2)
Legendary Artifact
Whenever you activate a loyalty ability of a Chandra planeswalker, you may pay . If you do, copy that ability. You may choose new targets for the copy. , , Discard a Mountain card or a red card: Draw a card.
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Change of Plans
   ( 2)
Instant
Each of X target creatures you control connive. You may have any number of them phase out. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
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Chaoslace
 ( 1)
Instant
Target spell or permanent becomes red. <I>(Its mana symbols remain unchanged.)</I>
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Chaotic Backlash
  ( 5)
Instant
Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents they control.
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Chaplain of Alms
 ( 1)
Creature — Human Cleric
(1/1)
First strike Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Disturb  (You may cast this card from your graveyard transformed for its disturb cost.)
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Charging Paladin
  ( 3)
Creature — Human Knight
(2/2)
Whenever this creature attacks, it gets +0/+3 until end of turn.
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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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Chatzuk, Mighty Guitarist (playtest)
   ( 3)
Legendary Creature — — Human Bard
(2/2)
Banding (Just ask around until you find someone who knows.) Creature spells you cast with banding cost less to cast. Whenever two or more creatures you control attack in a band, each creature in that band gets +1/+1 until end of turn for each creature in that band.
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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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Chicken à la King
   ( 3)
Creature — Bird Noble
(2/2)
Whenever a 6 is rolled on a six-sided die, put a +1/+1 counter on each Bird. (You may roll dice only when instructed to.) Tap an untapped Bird you control: Roll a six-sided die. (Like now.)
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Child of Alara
     ( 5)
Legendary Creature — Avatar
(6/6)
Trample When Child of Alara dies, destroy all nonland permanents. They can't be regenerated.
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Chimney Goyf (playtest)
  ( 5)
Creature — — Lhurgoyf Imp
(*/*+1)
Flying CARDNAME's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. When CARDNAME dies, target opponent puts a card from their hand on top of their library.
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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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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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Chromatic Lantern
 ( 3)
Artifact
Lands you control have " : Add one mana of any color." : Add one mana of any color.
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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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Chulane, Teller of Tales
    ( 5)
Legendary Creature — Human Druid
(2/4)
Vigilance Whenever you cast a creature spell, draw a card, then you may put a land card from your hand onto the battlefield. , : Return target creature you control to its owner's hand.
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Cinder Glade
( 0)
Land — Mountain Forest
( : Add or .) This land enters tapped unless you control two or more basic lands.
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Cinderclasm
  ( 2)
Instant
Kicker (You may pay an additional as you cast this spell.) Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
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Cinderslash Ravager
   ( 6)
Creature — Phyrexian Warrior
(5/5)
This spell costs less to cast for each permanent you control with oil counters on it. Vigilance When this creature enters, it deals 1 damage to each creature your opponents control.
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Circle of Flame
  ( 2)
Enchantment
Whenever a creature without flying attacks you or a planeswalker you control, this enchantment deals 1 damage to that creature.
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Circle of Protection: 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 Solace
  ( 4)
Enchantment
As this enchantment enters, choose a creature type.  : The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.
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Circle of the Land Druid
  ( 2)
Creature — Gnome Druid
(1/1)
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.) Natural Recovery — When this creature dies, return target land card from your graveyard to your hand.
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Circular Logic
  ( 3)
Instant
Counter target spell unless its controller pays for each card in your graveyard. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Citadel Castellan
   ( 3)
Creature — Human Knight
(2/3)
Vigilance (Attacking doesn't cause this creature to tap.) Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.)
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Civilized Scholar
  ( 3)
Creature — Human Advisor
(0/1)
: Draw a card, then discard a card. If a creature card is discarded this way, untap this creature, then transform it.
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Clackbridge Troll
   ( 5)
Creature — Troll
(8/8)
Trample, haste When this creature enters, target opponent creates three 0/1 white Goat creature tokens. At the beginning of combat on your turn, any opponent may sacrifice a creature of their choice. If a player does, tap this creature, you gain 3 life, and you draw a card.
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Claim // Fame (Claim)
 ( 1)
Sorcery
Return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Claim Jumper
  ( 3)
Creature — Rabbit Mercenary
(3/3)
Vigilance When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
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Claim of Erebos
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has " , : Target player loses 2 life."
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Bloomvine Regent (Claim Territory)
  ( 3)
Sorcery — Omen
Search your library for up to two basic Forest cards, reveal them, put one onto the battlefield tapped and the other into your hand, then shuffle. (Also shuffle this card.)
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Claim the Firstborn
 ( 1)
Sorcery
Gain control of target creature with mana value 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
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Clairvoyance
 ( 1)
Instant
Look at target player's hand. Draw a card at the beginning of the next turn's upkeep.
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Clam Session
   ( 3)
Creature — Clamfolk
(2/5)
As this creature enters, choose a word. At the beginning of your upkeep, you may sing at least six words of a song, at least one of which is the chosen word. If you don't, sacrifice this creature. You can't repeat a song.
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Clamavus
  ( 5)
Creature — Human Tyranid Artificer
(3/3)
Proclamator Hailer — Each creature you control gets +1/+1 for each +1/+1 counter on it.
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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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Clam-I-Am
  ( 3)
Creature — Clamfolk
(2/2)
If you roll a 3 on a six-sided die, you may reroll that die.
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Clammy Prowler
  ( 4)
Enchantment Creature — Horror
(2/5)
Whenever this creature attacks, another target attacking creature can't be blocked this turn.
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Clamor Shaman
  ( 3)
Creature — Goblin Shaman
(1/1)
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Whenever this creature attacks, target creature an opponent controls can't block this turn.
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Clamorous Ironclad
  ( 4)
Artifact — Vehicle
(6/3)
Menace (This creature can't be blocked except by two or more creatures.) Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.) Cycling ( , Discard this card: Draw a card.)
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Clan Crafter
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have " , Sacrifice an artifact: Put a +1/+1 counter on this creature and draw a card."
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Clan Defiance
   ( 2)
Sorcery
Choose one or more — • Clan Defiance deals X damage to target creature with flying. • Clan Defiance deals X damage to target creature without flying. • Clan Defiance deals X damage to target player or planeswalker.
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Clandestine Chameleon
  ( 4)
Creature — Lizard Guest
(4/3)
When this creature enters, you get  , then you may put a sticker on a nonland permanent you own. This creature has all abilities of ability stickers on other permanents you own and cards in your graveyard.
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Clandestine Meddler
  ( 3)
Creature — Vampire Rogue
(3/2)
When this creature enters, suspect up to one other target creature you control. (A suspected creature has menace and can't block.) Whenever one or more suspected creatures you control attack, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Clara Oswald
 ( 6)
Legendary Creature — Human Advisor
(2/6)
Impossible Girl — If Clara Oswald is your commander, choose a color before the game begins. Clara Oswald is the chosen color. If a triggered ability of a Doctor you control triggers, that ability triggers an additional time. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Clarion Cathars
  ( 4)
Creature — Human Knight
(3/3)
When this creature enters, create a 1/1 white Human creature token.
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Clarion Conqueror
  ( 3)
Creature — Dragon
(3/3)
Flying Activated abilities of artifacts, creatures, and planeswalkers can't be activated.
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Clarion Spirit
  ( 2)
Creature — Spirit
(2/2)
Whenever you cast your second spell each turn, create a 1/1 white Spirit creature token with flying.
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Clash of Realities
  ( 4)
Enchantment
All Spirits have "When this permanent enters, you may have it deal 3 damage to target non-Spirit creature." Non-Spirit creatures have "When this creature enters, you may have it deal 3 damage to target Spirit creature."
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Clash of Titans
   ( 5)
Instant
Target creature fights another target creature. (Each deals damage equal to its power to the other.)
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Clash of Wills
  ( 1)
Instant
Counter target spell unless its controller pays .
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Clattering Augur
  ( 2)
Creature — Skeleton Shaman
(1/1)
This creature can't block. When this creature enters, you draw a card and you lose 1 life.   : Return this card from your graveyard to your hand.
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Clattering Skeletons
  ( 4)
Creature — Skeleton
(4/3)
When this creature dies, venture into the dungeon. (Enter the first room or advance to the next room.)
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Claustrophobia
   ( 3)
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Clavileño, First of the Blessed
   ( 3)
Legendary Creature — Vampire Cleric
(2/2)
Whenever you attack, target attacking Vampire that isn't a Demon becomes a Demon in addition to its other types. It gains "When this creature dies, draw a card and create a tapped 4/3 white and black Vampire Demon creature token with flying."
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