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Chandra's Phoenix
   ( 3)
Creature — Phoenix
(2/2)
Flying Haste (This creature can attack and as soon as it comes under your control.) Whenever an opponent is dealt damage by a red instant or sorcery spell you control or by a red planeswalker you control, return this card from your graveyard to your hand.
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Chandra's Pyreling
  ( 2)
Creature — Elemental Lizard
(1/3)
Whenever a source you control deals noncombat damage to an opponent, this creature gets +1/+0 and gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
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Chandra's Pyrohelix
  ( 2)
Instant
Chandra's Pyrohelix deals 2 damage divided as you choose among one or two targets.
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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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Chandra's Revolution
  ( 4)
Sorcery
Chandra's Revolution deals 4 damage to target creature. Tap target land. That land doesn't untap during its controller's next untap step.
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Chandra's Spitfire
  ( 3)
Creature — Elemental
(1/3)
Flying Whenever an opponent is dealt noncombat damage, this creature gets +3/+0 until end of turn.
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Chandra's Triumph
  ( 2)
Instant
Chandra's Triumph deals 3 damage to target creature or planeswalker an opponent controls. Chandra's Triumph deals 5 damage instead if you control a Chandra planeswalker.
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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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Changeling Berserker
  ( 4)
Creature — Shapeshifter
(5/3)
Changeling (This card is every creature type.) Haste Champion a creature (When this enters, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)
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Changeling Outcast
 ( 1)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) This creature can't block and can't be blocked.
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Changeling Sentinel
  ( 4)
Creature — Shapeshifter
(3/2)
Changeling (This card is every creature type.) Vigilance
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Chaos Balor
   ( 5)
Creature — — Demon
(4/5)
Flying Whenever Chaos Balor attacks or dies, choose two. Each mode must target a different player. • Target player discards all the cards in their hand, then seeks that many nonland cards. • Chaos Balor deals 2 damage to target player and they create two Treasure tokens. • Chaos Balor deals 2 damage to each creature target player controls. Those creatures perpetually get +2/+0.
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Chaos Channeler
   ( 4)
Creature — Human Shaman
(4/3)
Wild Magic Surge — Whenever this creature attacks, roll a d20. 1–9 | Exile the top card of your library. You may play it this turn. 10–19 | Exile the top two cards of your library. You may play them this turn. 20 | Exile the top three cards of your library. You may play them this turn.
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Chaos Charm
 ( 1)
Instant
Choose one — • Destroy target Wall. • Chaos Charm deals 1 damage to target creature. • Target creature gains haste until end of turn.
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Chaos Confetti
 ( 4)
Artifact
, : Tear this artifact into pieces. Throw the pieces onto the battlefield from a distance of at least five feet. Destroy each permanent that a piece touches. Remove the pieces from the game.
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Chaos Defiler
   ( 5)
Artifact Creature — Demon Construct
(5/4)
Trample Battle Cannon — When this creature enters or dies, for each opponent, choose a nonland permanent that player controls. Destroy one of them chosen at random.
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Chaos Dragon
   ( 3)
Creature — Dragon
(4/4)
Flying, haste This creature attacks each combat if able. At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, this creature can't attack those players or planeswalkers they control this combat.
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Chaos Harlequin
   ( 4)
Creature — Human
(2/4)
: Exile the top card of your library. If that card is a land card, this creature gets -4/-0 until end of turn. Otherwise, this creature gets +2/+0 until end of turn.
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Chaos Imps
   ( 6)
Creature — Imp
(6/5)
Flying Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) This creature has trample as long as it has a +1/+1 counter on it.
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Chaos Lord
    ( 7)
Creature — Human
(7/7)
First strike At the beginning of your upkeep, target opponent gains control of this creature if the number of permanents is even. This creature can attack as though it had haste unless it entered this turn.
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Chaos Maw
   ( 7)
Creature — Hellion
(6/6)
When this creature enters, it deals 3 damage to each other creature.
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Chaos Moon
  ( 4)
Enchantment
At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds an additional . If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type.
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Chaos Mutation
   ( 5)
Instant
Exile any number of target creatures controlled by different players. For each creature exiled this way, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then puts the rest on the bottom of their library in a random order.
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Chaos Orb
 ( 2)
Artifact
, : If this artifact is on the battlefield, flip it onto the battlefield from a height of at least one foot. If this artifact turns over completely at least once during the flip, destroy all nontoken permanents it touches. Then destroy this artifact.
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Chaos Terminator Lord
  ( 4)
Creature — Astartes Warrior
(3/3)
Lord of Chaos — At the beginning of combat on your turn, another target creature you control gains double strike until end of turn.
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Chaos Wand
 ( 3)
Artifact
, : Target opponent exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of that library in a random order.
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Chaos Warp
  ( 3)
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
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Chaoslace
 ( 1)
Instant
Target spell or permanent becomes red. <I>(Its mana symbols remain unchanged.)</I>
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Chaosphere
  ( 3)
World Enchantment
Creatures with flying can block only creatures with flying. Creatures without flying have reach. (They can block creatures with flying.)
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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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Chaotic Strike
  ( 2)
Instant
Cast this spell only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card.
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Chaotic Transformation
  ( 6)
Sorcery
Exile up to one target artifact, up to one target creature, up to one target enchantment, up to one target planeswalker, and/or up to one target land. For each permanent exiled this way, its controller reveals cards from the top of their library until they reveal a card that shares a card type with it, puts that card onto the battlefield, then shuffles.
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Chapel Shieldgeist
( 0)
Creature — Spirit Cleric
(2/1)
Flying, first strike Each creature you control has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) If Chapel Shieldgeist would be put into a graveyard from anywhere, exile it instead.
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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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Charge Across the Araba
  ( 5)
Instant — Arcane
Sweep — Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way.
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Charge of the Forever-Beast
  ( 3)
Sorcery
As an additional cost to cast this spell, reveal a creature card from your hand. Charge of the Forever-Beast deals damage to target creature or planeswalker equal to the revealed card's power.
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Charge of the Mites
  ( 3)
Instant
Choose one — • Charge of the Mites deals damage equal to the number of creatures you control to target creature or planeswalker. • Create two 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This token can't block." (Players dealt combat damage by them also get a poison counter.)
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Charging Bandits
  ( 5)
Creature — Human Rogue
(3/3)
Whenever this creature attacks, it gets +2/+0 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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Charging Tuskodon
   ( 5)
Creature — Dinosaur
(4/4)
Trample If this creature would deal combat damage to a player, it deals double that damage to that player instead.
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Chariot of the Sun
 ( 3)
Artifact
, : Until end of turn, target creature you control gains flying and has base toughness 1.
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Charisma
   ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage to a creature, gain control of the other creature for as long as this Aura remains on the battlefield.
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Charisma Bobblehead
 ( 3)
Artifact — Bobblehead
: Add one mana of any color.
, : Create X 1/1 white Soldier creature tokens, where X is the number of Bobbleheads you control. Activate only as a sorcery.
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Charismatic Conqueror
  ( 2)
Creature — Vampire Soldier
(2/2)
Vigilance Whenever an artifact or creature an opponent controls enters untapped, they may tap that permanent. If they don't, you create a 1/1 white Vampire creature token with lifelink.
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Charismatic Vanguard
  ( 3)
Creature — Dwarf Soldier
(3/2)
 : Creatures you control get +1/+1 until end of turn.
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Charix, the Raging Isle
   ( 4)
Legendary Creature — Leviathan Crab
(0/17)
Spells your opponents cast that target Charix cost more to cast. : Charix gets +X/-X until end of turn, where X is the number of Islands you control.
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Charm School
  ( 3)
Enchantment
As this enchantment enters, choose a color and balance this enchantment on your head. Prevent all damage that would be dealt to you by sources of the chosen color. When this enchantment falls off your head, sacrifice this enchantment.
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Charmbreaker Devils
  ( 6)
Creature — Devil
(4/4)
At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Whenever you cast an instant or sorcery spell, this creature gets +4/+0 until end of turn.
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Charmed Sleep
   ( 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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Charmed Stray
 ( 1)
Creature — Cat
(1/1)
Lifelink When this creature enters, put a +1/+1 counter on each other creature you control named Charmed Stray.
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Charming Scoundrel
  ( 2)
Creature — Human Rogue
(1/1)
Haste When this creature enters, choose one — • Discard a card, then draw a card. • Create a Treasure token. • Create a Wicked Role token attached to target creature you control.
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Charred Foyer // Warped Space (Charred Foyer)
  ( 4)
Enchantment — Room
At the beginning of your upkeep, exile the top card of your library. You may play it this turn. (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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Chart a Course
  ( 2)
Sorcery
Draw two cards. Then discard a card unless you attacked this turn.
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Chasm Drake
  ( 5)
Creature — Drake
(3/3)
Flying Whenever this creature attacks, target creature you control gains flying until end of turn.
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Chasm Guide
  ( 4)
Creature — Goblin Scout Ally
(3/2)
Rally — Whenever this creature or another Ally you control enters, creatures you control gain haste until end of turn.
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Chasm Skulker
  ( 3)
Creature — Squid Horror
(1/1)
Whenever you draw a card, put a +1/+1 counter on this creature. When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
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Chastise
  ( 4)
Instant
Destroy target attacking creature. You gain life equal to its power.
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Chatter of the Squirrel
 ( 1)
Sorcery
Create a 1/1 green Squirrel creature token. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Chatterfang, Squirrel General
  ( 3)
Legendary Creature — Squirrel Warrior
(3/3)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead. , Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.
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Chatterstorm
  ( 2)
Sorcery
Create a 1/1 green Squirrel creature token. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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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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Cheap Ass
  ( 2)
Creature — Donkey Townsfolk
(1/3{1/2})
Spells you cast cost o½ less to cast.
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Check for Traps
  ( 2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
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Checks and Balances
  ( 3)
Enchantment
Cast this spell only if there are three or more players in the game. Whenever a player casts a spell, each of that player's opponents may discard a card. If they do, counter that spell.
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Chef's Kiss
   ( 3)
Instant
Gain control of target spell that targets only a single permanent or player. Copy it, then reselect the targets at random for the spell and the copy. The new targets can't be you or a permanent you control.
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Chemister's Insight
  ( 4)
Instant
Draw two cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Chemister's Trick
  ( 2)
Instant
Target creature you don't control gets -2/-0 until end of turn and attacks this turn if able. Overload   (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Cherished Hatchling
  ( 2)
Creature — Dinosaur
(2/1)
When this creature dies, you may cast Dinosaur spells this turn as though they had flash, and whenever you cast a Dinosaur spell this turn, it gains "When this creature enters, you may have it fight another target creature."
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Chevill, Bane of Monsters
  ( 2)
Legendary Creature — Human Rogue
(1/3)
Deathtouch At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls. Whenever a permanent an opponent controls with a bounty counter on it dies, you gain 3 life and draw a card.
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Chief of the Scale
  ( 2)
Creature — Human Warrior
(2/3)
Other Warrior creatures you control get +0/+1.
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Child of Thorns
 ( 1)
Creature — Spirit
(1/1)
Sacrifice this creature: Target creature gets +1/+1 until end of turn.
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Children of Korlis
 ( 1)
Creature — Human Rebel Cleric
(1/1)
Sacrifice this creature: You gain life equal to the life you've lost this turn. (Damage causes loss of life.)
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Chilling Grasp
  ( 3)
Instant
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step. 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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Chilling Shade
  ( 3)
Snow Creature — Shade
(1/1)
Flying : This creature gets +1/+1 until end of turn. ( can be paid with one mana from a snow source.)
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Chimeric Coils
 ( 1)
Artifact
 : This artifact becomes an X/X Construct artifact creature. Sacrifice it at the beginning of the next end step.
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Chimeric Mass
 ( 0)
Artifact
This artifact enters with X charge counters on it. : Until end of turn, this artifact becomes a Construct artifact creature with "This creature's power and toughness are each equal to the number of charge counters on it."
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Chimeric Sphere
 ( 3)
Artifact
: Until end of turn, this artifact becomes a 2/1 Construct artifact creature with flying.
: Until end of turn, this artifact becomes a 3/2 Construct artifact creature and loses flying.
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Chimeric Staff
 ( 4)
Artifact
: This artifact becomes an X/X Construct artifact creature until end of turn.
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Chimil, the Inner Sun
 ( 6)
Legendary Artifact
Spells you control can't be countered. At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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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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Chisei, Heart of Oceans
   ( 4)
Legendary Creature — Spirit
(4/4)
Flying At the beginning of your upkeep, sacrifice Chisei unless you remove a counter from a permanent you control.
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Chishiro, the Shattered Blade
   ( 4)
Legendary Creature — Snake Samurai
(4/4)
Whenever an Aura or Equipment you control enters, create a 2/2 red Spirit creature token with menace. At the beginning of your end step, put a +1/+1 counter on each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
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Chiss-Goria, Forge Tyrant
    ( 9)
Legendary Creature — Dragon
(5/4)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Flying, haste Whenever Chiss-Goria attacks, exile the top five cards of your library. You may cast an artifact spell from among them this turn. If you do, it has affinity for artifacts.
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Chitin Gravestalker
  ( 6)
Creature — Insect Warrior
(5/4)
This spell costs less to cast for each artifact and/or creature card in your graveyard. Cycling ( , Discard this card: Draw a card.)
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Chitinous Cloak
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.) Equip 
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Chittering Dispatcher
  ( 3)
Creature — Eldrazi Drone
(2/3)
Devoid (This card has no color.) Myriad When this creature leaves the battlefield, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
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Chittering Harvester
  ( 6)
Creature — Nightmare
(4/6)
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.) Whenever this creature mutates, each opponent sacrifices a creature of their choice.
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Chittering Host
( 0)
Creature — Eldrazi Horror
(5/6)
Haste Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, other creatures you control get +1/+0 and gain menace until end of turn.
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Chittering Rats
   ( 3)
Creature — Rat
(2/2)
When this creature enters, target opponent puts a card from their hand on top of their library.
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