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Champion of the Parish
 ( 1)
Creature — Human Soldier
(1/1)
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish.
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Champion's Drake
  ( 2)
Creature — Drake
(1/1)
Flying Champion's Drake gets +3/+3 as long as you control a creature with three or more level counters on it.
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Champion's Helm
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2. As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip 
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Champion's Victory
 ( 1)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Return target attacking creature to its owner's hand.
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Leave // Chance (Chance)
  ( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Discard any number of cards, then draw that many cards.
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Chance Encounter
   ( 4)
Enchantment
Whenever you win a coin flip, put a luck counter on Chance Encounter. At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game.
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Chance for Glory
   ( 3)
Instant
Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Chancellor of the Annex
    ( 7)
Creature — Angel
(5/6)
You may reveal this card from your opening hand. If you do, when each opponent casts their first spell of the game, counter that spell unless that player pays . Flying Whenever an opponent casts a spell, counter it unless that player pays .
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Chancellor of the Dross
    ( 7)
Creature — Vampire
(6/6)
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent loses 3 life, then you gain life equal to the life lost this way. Flying, lifelink
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Chancellor of the Forge
    ( 7)
Creature — Giant
(5/5)
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, create a 1/1 red Goblin creature token with haste. When Chancellor of the Forge enters the battlefield, create X 1/1 red Goblin creature tokens with haste, where X is the number of creatures you control.
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Chancellor of the Spires
    ( 7)
Creature — Sphinx
(5/7)
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent puts the top seven cards of their library into their graveyard. Flying When Chancellor of the Spires enters the battlefield, you may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost.
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Chancellor of the Tangle
    ( 7)
Creature — Beast
(6/7)
You may reveal this card from your opening hand. If you do, at the beginning of your first main phase, add . Vigilance, reach
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Chandler
  ( 5)
Legendary Creature — Human Rogue
(3/3)
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Chandra Ablaze
   ( 6)
Legendary Planeswalker — Chandra
(5)
+1: Discard a card. If a red card is discarded this way, Chandra Ablaze 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, Bold Pyromancer
   ( 6)
Legendary Planeswalker — Chandra
(5)
+1: Add  . Chandra, Bold Pyromancer deals 2 damage to target player. −3: Chandra, Bold Pyromancer deals 3 damage to target creature or planeswalker. −7: Chandra, Bold Pyromancer deals 10 damage to target player and each creature and planeswalker they control.
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Chandra, Fire of Kaladesh
   ( 3)
Legendary Creature — Human Shaman
(2/2)
Whenever you cast a red spell, untap Chandra, Fire of Kaladesh. : Chandra, Fire of Kaladesh 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, Flamecaller deals X damage to each creature.
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Chandra, Pyrogenius
   ( 6)
Legendary Planeswalker — Chandra
(5)
+2: Chandra, Pyrogenius deals 2 damage to each opponent. −3: Chandra, Pyrogenius deals 4 damage to target creature. −10: Chandra, Pyrogenius deals 6 damage to target player or planeswalker and each creature that player or that planeswalker's controller controls.
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Chandra, Pyromaster
   ( 4)
Legendary Planeswalker — Chandra
(4)
+1: Chandra, Pyromaster deals 1 damage to target player or planeswalker and 1 damage to up to one target creature that player or that planeswalker's controller controls. That creature can't block this turn. 0: Exile the top card of your library. You may play it this turn. −7: Exile the top ten cards of your library. Choose an instant or sorcery card exiled this way and copy it three times. You may cast the copies without paying their mana costs.
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Chandra, Roaring Flame
( 0)
Legendary Planeswalker — Chandra
(4)
+1: Chandra, Roaring Flame deals 2 damage to target player or planeswalker. −2: Chandra, Roaring Flame deals 2 damage to target creature. −7: Chandra, Roaring Flame 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, the Firebrand
  ( 4)
Legendary Planeswalker — Chandra
(3)
+1: Chandra, the Firebrand deals 1 damage to any target. −2: When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. −6: Chandra, the Firebrand deals 6 damage to each of up to six targets.
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Chandra, Torch of Defiance
   ( 4)
Legendary Planeswalker — Chandra
(4)
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra, Torch of Defiance deals 2 damage to each opponent. +1: Add  . −3: Chandra, Torch of Defiance deals 4 damage to target creature. −7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
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Chandra's Defeat
 ( 1)
Instant
Chandra's Defeat deals 5 damage to target red creature or red planeswalker. If that permanent is a Chandra planeswalker, you may discard a card. If you do, draw a card.
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Chandra's Fury
  ( 5)
Instant
Chandra's Fury deals 4 damage to target player or planeswalker and 1 damage to each creature that player or that planeswalker's controller controls.
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Chandra's Ignition
   ( 5)
Sorcery
Target creature you control deals damage equal to its power to each other creature and each opponent.
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Chandra's Outburst
   ( 5)
Sorcery
Chandra's Outburst deals 4 damage to target player or planeswalker. Search your library and/or graveyard for a card named Chandra, Bold Pyromancer, reveal it, and put it into your hand. If you search your library this way, shuffle it.
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Chandra's Outrage
   ( 4)
Instant
Chandra's Outrage deals 4 damage to target creature and 2 damage to that creature's controller.
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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 Chandra's Phoenix from your graveyard to your hand.
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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 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, Chandra's Spitfire gets +3/+0 until end of turn.
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Change of Heart
 ( 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.) Target creature can't attack this 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 the battlefield, 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 Hero
  ( 5)
Creature — Shapeshifter
(4/4)
Changeling (This card is every creature type.) Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Changeling Sentinel
  ( 4)
Creature — Shapeshifter
(3/2)
Changeling (This card is every creature type.) Vigilance
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Changeling Titan
  ( 5)
Creature — Shapeshifter
(7/7)
Changeling (This card is every creature type.) Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)
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Channel
  ( 2)
Sorcery
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add .
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Channel Harm
  ( 6)
Instant
Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
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Channeler Initiate
  ( 2)
Creature — Human Druid
(3/4)
When Channeler Initiate enters the battlefield, put three -1/-1 counters on target creature you control. , Remove a -1/-1 counter from Channeler Initiate: Add one mana of any color.
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Chant of Vitu-Ghazi
   ( 8)
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.) Prevent all damage that would be dealt by creatures this turn. You gain life equal to the damage prevented this way.
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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 Chaos Confetti 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 Harlequin
   ( 4)
Creature — Human
(2/4)
: Exile the top card of your library. If that card is a land card, Chaos Harlequin gets -4/-0 until end of turn. Otherwise, Chaos Harlequin 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 the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) Chaos Imps 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 Chaos Lord if the number of permanents is even. Chaos Lord can attack as though it had haste unless it entered the battlefield this turn.
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Chaos Maw
   ( 7)
Creature — Hellion
(6/6)
When Chaos Maw enters the battlefield, 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 Orb
 ( 2)
Artifact
, : If Chaos Orb is on the battlefield, flip Chaos Orb onto the battlefield from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all nontoken permanents it touches. Then destroy Chaos Orb.
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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. (Its mana symbols remain unchanged.)
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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 Æther (Chaotic Aether)
( 0)
Phenomenon
When you encounter Chaotic Aether, each blank roll of the planar die is a CHAOS roll until a player planeswalks away from a plane. (Then planeswalk away from this phenomenon.)
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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 Goo
   ( 4)
Creature — Ooze
(0/0)
Chaotic Goo enters the battlefield with three +1/+1 counters on it. At the beginning of your upkeep, you may flip a coin. If you win the flip, put a +1/+1 counter on Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo.
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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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Char
  ( 3)
Instant
Char deals 4 damage to any target and 2 damage to you.
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Charcoal Diamond
 ( 2)
Artifact
Charcoal Diamond enters the battlefield tapped. : Add .
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Charge
 ( 1)
Instant
Creatures you control get +1/+1 until end of turn.
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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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Charging Bandits
  ( 5)
Creature — Human Rogue
(3/3)
Whenever Charging Bandits attacks, it gets +2/+0 until end of turn.
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Charging Binox
  ( 8)
Creature — Beast
(7/5)
Assist (Another player can pay up to of this spell's cost.) Trample
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Charging Cinderhorn
  ( 4)
Creature — Elemental Ox
(4/2)
Haste At the beginning of each player's end step, if no creatures attacked this turn, put a fury counter on Charging Cinderhorn. Then Charging Cinderhorn deals damage equal to the number of fury counters on it to that player.
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Charging Griffin
  ( 4)
Creature — Griffin
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Charging Griffin attacks, it gets +1/+1 until end of turn.
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Charging Paladin
  ( 3)
Creature — Human Knight
(2/2)
Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.
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Charging Rhino
   ( 5)
Creature — Rhino
(4/4)
Charging Rhino can't be blocked by more than one creature.
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Charging Slateback
  ( 5)
Creature — Beast
(4/3)
Charging Slateback 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 Troll
   ( 4)
Creature — Troll
(3/3)
Vigilance : Regenerate Charging Troll.
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Charging Tuskodon
   ( 5)
Creature — Dinosaur
(4/4)
Trample If Charging Tuskodon 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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Chariot of Victory
 ( 3)
Artifact — Equipment
Equipped creature has first strike, trample, and haste. Equip 
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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 Charisma remains on the battlefield.
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Charm Peddler
 ( 1)
Creature — Human Spellshaper
(1/1)
, , Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.
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Charm School
  ( 3)
Enchantment
As Charm School enters the battlefield, choose a color and balance Charm School on your head. Prevent all damage that would be dealt to you by sources of the chosen color. When Charm School falls off your head, sacrifice Charm School.
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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, Charmbreaker Devils gets +4/+0 until end of turn.
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Charmed Griffin
  ( 4)
Creature — Griffin
(3/3)
Flying When Charmed Griffin enters the battlefield, each other player may put an artifact or enchantment card onto the battlefield from their hand.
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Charnel Troll
   ( 3)
Creature — Troll
(4/4)
Trample At the beginning of your upkeep, exile a creature card from your graveyard. If you do, put a +1/+1 counter on Charnel Troll. Otherwise, sacrifice it.  , Discard a creature card: Put a +1/+1 counter on Charnel Troll.
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Charnelhoard Wurm
    ( 7)
Creature — Wurm
(6/6)
Trample Whenever Charnelhoard Wurm deals damage to an opponent, you may return target card from your graveyard to your hand.
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Char-Rumbler
   ( 4)
Creature — Elemental
(-1/3)
Double strike : Char-Rumbler gets +1/+0 until end of turn.
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Chart a Course
  ( 2)
Sorcery
Draw two cards. Then discard a card unless you attacked with a creature this turn.
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Chartooth Cougar
  ( 6)
Creature — Cat Beast
(4/4)
: Chartooth Cougar gets +1/+0 until end of turn.
Mountaincycling ( , Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle your library.)
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Chasm Drake
  ( 5)
Creature — Drake
(3/3)
Flying Whenever Chasm Drake 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 Chasm Guide or another Ally enters the battlefield under your control, 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 Chasm Skulker. When Chasm Skulker dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on Chasm Skulker. (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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Cheap Ass
  ( 2)
Creature — Donkey Townsfolk
(1/3{1/2})
Spells you cast cost o½ less to cast.
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Cheatyface
   ( 3)
Creature — Efreet
(2/2)
If Cheatyface is in your hand, you may sneak Cheatyface onto the battlefield. If an opponent catches you right away, that player may exile Cheatyface. Flying
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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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Cheering Fanatic
  ( 2)
Creature — Goblin
(2/2)
Whenever Cheering Fanatic attacks, choose a card name. Spells with the chosen name cost less to cast this turn.
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