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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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Cass, Hand of Vengeance
   ( 4)
Legendary Creature — Human Ranger
(4/3)
Vigilance Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
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Cast Down
  ( 2)
Instant
Destroy target nonlegendary creature.
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Cast into Darkness
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0 and can't block.
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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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Realm-Cloaked Giant (Cast Off)
   ( 5)
Sorcery — Adventure
Destroy all non-Giant creatures. (Then exile this card. You may cast the creature later from exile.)
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Cast Out
  ( 4)
Enchantment
Flash When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Cycling ( , Discard this card: Draw a card.)
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Cast Through Time
    ( 7)
Enchantment
Instant and sorcery spells you control have rebound. (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
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Castaway's Despair
  ( 4)
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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Castigate
  ( 2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
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Casting of Bones
  ( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, draw three cards, then discard one of them.
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Castle
  ( 4)
Enchantment
Untapped creatures you control get +0/+2.
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Castle Raptors
  ( 5)
Creature — Bird Soldier
(3/3)
Flying As long as this creature is untapped, it gets +0/+2.
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Casualties of War
     ( 6)
Sorcery
Choose one or more — • Destroy target artifact. • Destroy target creature. • Destroy target enchantment. • Destroy target land. • Destroy target planeswalker.
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Cat Warriors
   ( 3)
Creature — Cat Warrior
(2/2)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Cataclysm
   ( 4)
Sorcery
Each player chooses from among the permanents they control an artifact, a creature, an enchantment, and a land, then sacrifices the rest.
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Cataclysmic Gearhulk
   ( 5)
Artifact Creature — Construct
(4/5)
Vigilance When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
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Cataclysmic Prospecting
   ( 2)
Sorcery
Cataclysmic Prospecting deals X damage to each creature. For each mana from a Desert spent to cast this spell, create a tapped Treasure token.
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Catacomb Sifter
   ( 3)
Creature — Eldrazi Drone
(2/3)
Devoid (This card has no color.) When this creature enters, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ." Whenever another creature you control dies, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Catalyst Stone
 ( 2)
Artifact
Flashback costs you pay cost less. Flashback costs your opponents pay cost more.
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Catapult Master
   ( 5)
Creature — Human Soldier
(3/3)
Tap five untapped Soldiers you control: Exile target creature.
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Catapult Squad
  ( 2)
Creature — Human Soldier
(2/1)
Tap two untapped Soldiers you control: This creature deals 2 damage to target attacking or blocking creature.
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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 // Release (Catch)
   ( 3)
Sorcery
Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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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 Persuader
  ( 2)
Creature — Human Mercenary
(2/1)
, : Search your library for a Mercenary permanent card with mana value 1 or less, put it onto the battlefield, then shuffle.
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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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Cateran Summons
 ( 1)
Sorcery
Search your library for a Mercenary card, reveal that card, put it into your hand, then shuffle.
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Cathar's Call
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has vigilance and "At the beginning of your end step, create a 1/1 white Human creature token."
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Cathar's Companion
  ( 3)
Creature — Dog
(3/1)
Whenever you cast a noncreature spell, this creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Cathars' Crusade
   ( 5)
Enchantment
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
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Cathar's Shield
 ( 0)
Artifact — Equipment
Equipped creature gets +0/+3 and has vigilance. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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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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Catlike Curiosity
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card." If Catlike Curiosity would be put into a graveyard from anywhere, exile it instead.
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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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Cauldron of Souls
 ( 5)
Artifact
: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Cauldron's Gift
  ( 5)
Sorcery
Adamant — If at least three black mana was spent to cast this spell, mill four cards. You may choose a creature card in your graveyard. If you do, return it to the battlefield with an additional +1/+1 counter on it.
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Caustic Bronco
  ( 2)
Creature — Snake Horse Mount
(2/2)
Whenever this creature attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value if this creature isn't saddled. Otherwise, each opponent loses that much life. Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Caustic Caterpillar
 ( 1)
Creature — Insect
(1/1)
 , Sacrifice this creature: Destroy target artifact or enchantment.
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Caustic Crawler
   ( 5)
Creature — Insect
(4/3)
Landfall — Whenever a land you control enters, you may have target creature get -1/-1 until end of turn.
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Caustic Exhale
 ( 1)
Instant
As an additional cost to cast this spell, behold a Dragon or pay . (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.) Target creature gets -3/-3 until end of turn.
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Caustic Hound
  ( 6)
Creature — Phyrexian Dog
(4/4)
When this creature dies, each player loses 4 life.
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Caustic Tar
   ( 6)
Enchantment — Aura
Enchant land Enchanted land has " : Target player loses 3 life."
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Caustic Wasps
  ( 3)
Creature — Insect
(1/1)
Flying Whenever this creature deals combat damage to a player, you may destroy target artifact that player controls.
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Cautery Sliver
  ( 2)
Creature — Sliver
(2/2)
All Slivers have " , Sacrifice this permanent: This permanent deals 1 damage to any target." All Slivers have " , Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target player, planeswalker, or Sliver creature this turn."
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Cautious Survivor
  ( 4)
Creature — Elf Survivor
(4/4)
Survival — At the beginning of your second main phase, if this creature is tapped, you gain 2 life.
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Cavalier of Gales
    ( 5)
Creature — Elemental Knight
(5/5)
Flying When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order. When this creature dies, shuffle it into its owner's library, then 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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Cavalier of Thorns
    ( 5)
Creature — Elemental Knight
(5/6)
Reach When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard. When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
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Cavalry Drillmaster
  ( 2)
Creature — Human Knight
(2/1)
When this creature enters, target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
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Cavalry Master
   ( 4)
Creature — Human Knight
(3/3)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)
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Cavalry Pegasus
  ( 2)
Creature — Pegasus
(1/1)
Flying Whenever this creature attacks, each attacking Human gains flying until end of turn.
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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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Cave Sense
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
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Cavern of Souls
( 0)
Land
As this land enters, choose a creature type. : Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
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Cavern Stomper
   ( 6)
Creature — Dinosaur
(7/7)
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.)  : This creature can't be blocked by creatures with power 2 or less this turn.
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Cavern Whisperer
  ( 5)
Creature — Nightmare
(4/4)
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.) Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature mutates, each opponent discards a card.
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Cavernous Maw
( 0)
Land — Cave
: Add .
: This land becomes a 3/3 Elemental creature until end of turn. It's still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.
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Caverns of Despair
   ( 4)
World Enchantment
No more than two creatures can attack each combat. No more than two creatures can block each combat.
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Caves of Chaos Adventurer
  ( 4)
Creature — Human Barbarian
(5/3)
Trample When this creature enters, you take the initiative. Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
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Cayth, Famed Mechanist
    ( 4)
Legendary Creature — Dwarf Artificer
(3/3)
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.) Other nontoken creatures you control have fabricate 1. , : Choose one —
• Populate. • Proliferate.
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Cazur, Ruthless Stalker
  ( 4)
Legendary Creature — Human Warrior
(3/3)
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.) Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
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Cease // Desist (Cease)
  ( 2)
Instant
Exile up to two target cards from a single graveyard. Target player gains 2 life and draws a card.
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Cease-Fire
  ( 3)
Instant
Target player can't cast creature spells this turn. Draw a card.
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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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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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Celestial Ancient
   ( 5)
Creature — Elemental
(3/3)
Flying Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control.
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Celestial Archon
   ( 5)
Enchantment Creature — Archon
(4/4)
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.) Flying, first strike Enchanted creature gets +4/+4 and has flying and first strike.
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Celestial Armor
  ( 3)
Artifact — Equipment
Flash (You may cast this spell any time you could cast an instant.) When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn. Equipped creature gets +2/+0 and has flying. Equip  ( : Attach to target creature you control. Equip only as a sorcery.)
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Celestial Convergence
   ( 4)
Enchantment
This enchantment enters with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from this enchantment. If there are no omen counters on this enchantment, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
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Celestial Crusader
   ( 4)
Creature — Spirit
(2/2)
Flash Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Flying Other white creatures get +1/+1.
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Celestial Dawn
   ( 3)
Enchantment
Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
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Celestial Flare
  ( 2)
Instant
Target player sacrifices an attacking or blocking creature of their choice.
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Celestial Force
    ( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, you gain 3 life.
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Celestial Gatekeeper
   ( 5)
Creature — Bird Cleric
(2/2)
Flying When this creature dies, exile it, then return up to two target Bird and/or Cleric permanent cards from your graveyard to the battlefield.
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Celestial Judgment
   ( 6)
Sorcery
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
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Celestial Kirin
   ( 4)
Legendary Creature — Kirin Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's mana value.
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Celestial Mantle
    ( 6)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3. Whenever enchanted creature deals combat damage to a player, double its controller's life total.
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