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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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Circle of Protection: Green
  ( 2)
Enchantment
: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Red
  ( 2)
Enchantment
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Shadow
  ( 2)
Enchantment
: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage.
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Circle of Protection: White
  ( 2)
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
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Círdan the Shipwright
   ( 5)
Legendary Creature — Elf Noble
(3/4)
Vigilance Secret council — Whenever Círdan enters or attacks, each player secretly votes for a player, then those votes are revealed. Each player draws a card for each vote they received. Each player who received no votes may put a permanent card from their hand onto the battlefield.
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Citadel of Pain
  ( 3)
Enchantment
At the beginning of each player's end step, this enchantment deals X damage to that player, where X is the number of untapped lands they control.
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Cityscape Leveler
 ( 8)
Artifact Creature — Construct
(8/8)
Trample When you cast this spell and whenever this creature attacks, destroy up to one target nonland permanent. Its controller creates a tapped Powerstone token. Unearth 
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Citywatch Sphinx
  ( 6)
Creature — Sphinx
(5/4)
Flying When this creature dies, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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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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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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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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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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Clay Pigeon
 ( 3)
Artifact Creature — Bird
(1/1)
Flying , Throw this creature into the air at least two feet above your head while seated: If you catch this creature with one hand, prevent all damage a source of your choice would deal to you this turn and tap this creature. Otherwise, sacrifice it.
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Cleanup Crew
   ( 6)
Creature — Human Citizen
(6/6)
When this creature enters, choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard. • You gain 4 life.
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Clear a Path
 ( 1)
Sorcery
Destroy target creature with defender.
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Shrouded Shepherd (Cleave Shadows)
  ( 2)
Sorcery — Adventure
Creatures your opponents control get -1/-1 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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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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Cleaving Reaper
   ( 5)
Creature — Angel Berserker
(5/3)
Flying, trample Pay 3 life: Return this card from your graveyard to your hand. Activate only if you had an Angel or Berserker enter the battlefield under your control this turn.
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Cleon, Merry Champion
  ( 3)
Legendary Creature — Human Soldier
(2/2)
Double strike Heroic — Whenever you cast a spell that targets Cleon, exile the top card of your library. You may play that card until the end of your next turn.
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Cleopatra, Exiled Pharaoh
   ( 4)
Legendary Creature — Human Noble
(2/4)
Allies — At the beginning of your end step, put a +1/+1 counter on each of up to two other target legendary creatures. Betrayal — Whenever a legendary creature with counters on it dies, draw a card for each counter on it. You lose 2 life.
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Cleric of Chill Depths
  ( 2)
Creature — Merfolk Cleric
(1/3)
Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
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Clever Impersonator
   ( 4)
Creature — Shapeshifter
(0/0)
You may have this creature enter as a copy of any nonland permanent on the battlefield.
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Cliffhaven Vampire
   ( 4)
Creature — Vampire Warrior Ally
(2/4)
Flying Whenever you gain life, each opponent loses 1 life.
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Clifftop Lookout
  ( 3)
Creature — Frog Scout
(1/2)
Reach When this creature enters, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
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Clifftop Retreat
( 0)
Land
This land enters tapped unless you control a Mountain or a Plains. : Add or .
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Clip Wings
  ( 2)
Instant
Each opponent sacrifices a creature of their choice with flying.
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Cloakwood Swarmkeeper
 ( 1)
Creature — Elf Ranger
(1/1)
Gathered Swarm — Whenever one or more tokens you control enter, put a +1/+1 counter on this creature.
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Clocknapper
   ( 5)
Creature — Human Spy
(2/2)
When this creature enters, choose beginning phase, first main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)
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Clockspinning
 ( 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.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.
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Clockwork Percussionist
 ( 1)
Artifact Creature — Monkey Toy
(1/1)
Haste When this creature dies, exile the top card of your library. You may play it until the end of your next turn.
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Cloud Pirates
 ( 1)
Creature — Human Pirate
(1/1)
Flying This creature can block only creatures with flying.
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Cloud Spirit
  ( 3)
Creature — Spirit
(3/1)
Flying This creature can block only creatures with flying.
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Cloud Sprite
 ( 1)
Creature — Faerie
(1/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) This creature can block only creatures with flying.
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Cloudfin Raptor
 ( 1)
Creature — Bird Mutant
(0/1)
Flying Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Cloudpiercer
  ( 5)
Creature — Dinosaur
(5/4)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Reach Whenever this creature mutates, you may discard a card. If you do, draw a card.
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Cloudpost
( 0)
Land — Locus
This land enters tapped. : Add for each Locus on the battlefield.
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Cloudreader Sphinx
  ( 5)
Creature — Sphinx
(3/4)
Flying When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Cloudspire Captain
  ( 3)
Creature — Human Pilot
(2/3)
Mounts and Vehicles you control get +1/+1. This creature saddles Mounts and crews Vehicles as though its power were 2 greater.
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Cloudspire Coordinator
  ( 2)
Creature — Human Pilot
(3/1)
When this creature enters, scry 2. : Create X 1/1 colorless Pilot creature tokens, where X is the number of Mounts and/or Vehicles that entered the battlefield under your control this turn. The tokens have "This token saddles Mounts and crews Vehicles as though its power were 2 greater."
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Cloudspire Skycycle
   ( 4)
Artifact — Vehicle
(2/3)
Flying When this Vehicle enters, distribute two +1/+1 counters among one or two other target Vehicles and/or creatures you control. Crew 1
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Coastal Piracy
   ( 4)
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
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Cobra Trap
   ( 6)
Instant — Trap
If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay rather than pay this spell's mana cost. Create four 1/1 green Snake creature tokens.
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Codespell Cleric
 ( 1)
Creature — Human Cleric
(1/1)
Vigilance When this creature enters, if it was the second spell you cast this turn, put a +1/+1 counter on target creature.
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Coercive Portal
 ( 4)
Artifact
Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice this artifact and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card.
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Coffin Puppets
   ( 5)
Creature — Zombie
(3/3)
Sacrifice two lands: Return this card from your graveyard to the battlefield. Activate only during your upkeep and only if you control a Swamp.
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Coffin Purge
 ( 1)
Instant
Exile target card from a graveyard. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cogwork Spy
 ( 3)
Artifact Creature — Bird Construct
(2/1)
Reveal this card as you draft it. You may look at the next card drafted from this booster pack. Flying
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Cogworker's Puzzleknot
 ( 2)
Artifact
When this artifact enters, create a 1/1 colorless Servo artifact creature token.  , Sacrifice this artifact: Create a 1/1 colorless Servo artifact creature token.
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Cold Snap
  ( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of each player's upkeep, this enchantment deals damage to that player equal to the number of snow lands they control.
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Cold-Water Snapper
  ( 6)
Creature — Turtle
(4/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Colfenor's Plans
   ( 4)
Enchantment
When this enchantment enters, exile the top seven cards of your library face down. You may look at the cards exiled with this enchantment, and you may play lands and cast spells from among those cards. Skip your draw step. You can't cast more than one spell each turn.
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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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Collected Company
  ( 4)
Instant
Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
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Collector Ouphe
  ( 2)
Creature — Ouphe
(2/2)
Activated abilities of artifacts can't be activated.
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Collector Protector
   ( 5)
Creature — Human Gamer
(2/5)
, Give an opponent a nonland card you own from outside the game: Prevent the next 1 damage that would be dealt to you or this creature this turn.
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Colorful Feiyi Sparrow
  ( 2)
Creature — Bird
(1/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Colossal Badger
  ( 6)
Creature — Badger
(6/5)
When this creature enters, you gain 3 life.
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Colossal Plow
 ( 2)
Artifact — Vehicle
(6/3)
Whenever this Vehicle attacks, add   and you gain 3 life. Until end of turn, you don't lose this mana as steps and phases end. Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)
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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 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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Comet, Stellar Pup
   ( 4)
Legendary Planeswalker — Comet
(5)
0: Roll a six-sided die. 1 or 2 — +2, then create two 1/1 green Squirrel creature tokens. They gain haste until end of turn. 3 — −1, then return a card with mana value 2 or less from your graveyard to your hand. 4 or 5 — Comet deals damage equal to the number of loyalty counters on him to a creature or player, then −2. 6 — +1, and you may activate Comet's loyalty ability two more times this turn.
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Comeuppance
  ( 4)
Instant
Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.
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Command Performance
  ( 2)
Sorcery
Choose two — • Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) • Roll to visit your Attractions. • You get  . • You may put a sticker on a nonland permanent you own.
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Command the Chaff (playtest)
   ( 6)
Instant
Look at target opponent's sideboard. You may cast a card from that sideboard without paying its mana cost. Exile CARDNAME.
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Commander Liara Portyr
   ( 5)
Legendary Creature — Human Soldier
(5/3)
Whenever you attack, spells you cast from exile this turn cost less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.
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Commander's Plate
 ( 1)
Artifact — Equipment
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity. Equip commander  Equip 
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Commander's Sphere
 ( 3)
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
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Commanding Presence
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token."
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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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Commune with Spirits
 ( 1)
Sorcery
Look at the top four cards of your library. You may reveal an enchantment or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Companion of the Trials
  ( 3)
Creature — Bird Soldier
(2/2)
Flying  : Untap target creature. Activate only if you control a Gideon planeswalker.
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Company Commander
   ( 4)
Creature — Human Soldier
(2/4)
Command Section — When this creature enters, create a number of 1/1 white Soldier creature tokens equal to the number of opponents you have. Bring it Down — Whenever this creature attacks, creatures you control gain deathtouch until end of turn.
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Comparative Analysis
  ( 4)
Instant
Surge  (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Target player draws two cards.
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Compass Gnome
 ( 2)
Artifact Creature — Gnome
(2/1)
When this creature enters, you may search your library for a basic land card or Cave card, reveal it, then shuffle and put that card on top.
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Compelled Duel
  ( 2)
Sorcery
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
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Compelling Argument
  ( 2)
Sorcery
Target player mills five cards. Cycling ( , Discard this card: Draw a card.)
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Compelling Deterrence
  ( 2)
Instant
Return target nonland permanent to its owner's hand. Then that player discards a card if you control a Zombie.
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Complaints Clerk
  ( 4)
Creature — Sloth Beast Employee
(3/3)
When this creature enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) Whenever you roll a 1, create a 1/1 white Clown Robot artifact creature token.
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Compleat Devotion
  ( 2)
Instant
Target creature you control gets +2/+2 until end of turn. If that creature has toxic, draw a card.
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Compleated Conjurer
( 0)
Creature — Phyrexian Weird
(3/3)
When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.
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Complete Disregard
  ( 3)
Instant
Devoid (This card has no color.) Exile target creature with power 3 or less.
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Complete the Circuit
  ( 6)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) You may cast sorcery spells this turn as though they had flash. When you next cast an instant or sorcery spell this turn, copy that spell twice. You may choose new targets for the copies.
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Complex Automaton
 ( 4)
Artifact Creature — Golem
(4/4)
At the beginning of your upkeep, if you control seven or more permanents, return this creature to its owner's hand.
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Failure // Comply (Comply)
 ( 1)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Choose a card name. Until your next turn, your opponents can't cast spells with the chosen name.
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Component Collector
  ( 3)
Creature — Homunculus
(1/4)
If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, you may tap or untap target nonland permanent.
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Component Pouch
 ( 3)
Artifact
, Remove a component counter from this artifact: Add two mana of different colors.
: Roll a d20.
1–9 | Put a component counter on this artifact. 10–20 | Put two component counters on this artifact.
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