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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 Convergence
   ( 4)
Enchantment
Celestial Convergence enters the battlefield with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, 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 (You may cast this spell any time you could cast an instant.) 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.
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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 Celestial Gatekeeper 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 Kirin
   ( 4)
Legendary Creature — Kirin Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's converted mana cost.
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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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Celestial Sword
 ( 6)
Artifact
, : Target creature you control gets +3/+3 until end of turn. Its controller sacrifices it at the beginning of the next end step.
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Celestine Reef
( 0)
Plane — Luvion
Creatures without flying or islandwalk can't attack. Whenever you roll , until a player planeswalks, you can't lose the game and your opponents can't win the game.
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Cellar Door
 ( 2)
Artifact
, : Target player puts the bottom card of their library into their graveyard. If it's a creature card, you create a 2/2 black Zombie creature token.
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Cemetery Gate
  ( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) Protection from black
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Cemetery Puca
   ( 3)
Creature — Shapeshifter
(1/2)
Whenever a creature dies, you may pay . If you do, Cemetery Puca becomes a copy of that creature, except it has this ability.
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Cemetery Reaper
   ( 3)
Creature — Zombie
(2/2)
Other Zombie creatures you control get +1/+1.  , : Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
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Cemetery Recruitment
  ( 2)
Sorcery
Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card.
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Cenn's Enlistment
  ( 4)
Sorcery
Create two 1/1 white Kithkin Soldier creature tokens. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Cenn's Heir
  ( 2)
Creature — Kithkin Soldier
(1/1)
Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.
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Cenn's Tactician
 ( 1)
Creature — Kithkin Soldier
(1/1)
, : Put a +1/+1 counter on target Soldier creature.
Each creature you control with a +1/+1 counter on it can block an additional creature each combat.
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Censor
  ( 2)
Instant
Counter target spell unless its controller pays . Cycling ( , Discard this card: Draw a card.)
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Censorship
 ( 1)
Enchantment
As Censorship enters the battlefield, choose a word. Whenever a player says the chosen word, Censorship deals 2 damage to that player.
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Centaur Archer
   ( 3)
Creature — Centaur Archer
(3/2)
: Centaur Archer deals 1 damage to target creature with flying.
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Centaur Battlemaster
   ( 5)
Creature — Centaur Warrior
(3/3)
Heroic — Whenever you cast a spell that targets Centaur Battlemaster, put three +1/+1 counters on Centaur Battlemaster.
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Centaur Chieftain
  ( 4)
Creature — Centaur
(3/3)
Haste Threshold — As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain enters the battlefield, creatures you control get +1/+1 and gain trample until end of turn."
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Centaur Healer
   ( 3)
Creature — Centaur Cleric
(3/3)
When Centaur Healer enters the battlefield, you gain 3 life.
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Centaur Omenreader
  ( 4)
Snow Creature — Centaur Shaman
(3/3)
As long as Centaur Omenreader is tapped, creature spells you cast cost less to cast.
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Centaur Peacemaker
   ( 3)
Creature — Centaur Cleric
(3/3)
When Centaur Peacemaker enters the battlefield, each player gains 4 life.
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Centaur Rootcaster
  ( 4)
Creature — Centaur Druid
(2/2)
Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card onto the battlefield tapped. If you do, shuffle your library.
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Centaur Safeguard
  ( 3)
Creature — Centaur Warrior
(3/1)
( can be paid with either or .) When Centaur Safeguard dies, you may gain 3 life.
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Centaur Veteran
  ( 6)
Creature — Centaur
(3/3)
Trample , Discard a card: Regenerate Centaur Veteran.
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Centaur Vinecrasher
  ( 4)
Creature — Plant Centaur
(1/1)
Trample Centaur Vinecrasher enters the battlefield with a number of +1/+1 counters on it equal to the number of land cards in all graveyards. Whenever a land card is put into a graveyard from anywhere, you may pay  . If you do, return Centaur Vinecrasher from your graveyard to your hand.
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Centaur's Herald
 ( 1)
Creature — Elf Scout
(0/1)
 , Sacrifice Centaur's Herald: Create a 3/3 green Centaur creature token.
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Center Soul
  ( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Cephalid Aristocrat
  ( 5)
Creature — Cephalid
(3/3)
Whenever Cephalid Aristocrat becomes the target of a spell or ability, put the top two cards of your library into your graveyard.
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Cephalid Broker
  ( 4)
Creature — Cephalid
(2/2)
: Target player draws two cards, then discards two cards.
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Cephalid Constable
   ( 3)
Creature — Cephalid Wizard
(1/1)
Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owner's hand.
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Cephalid Illusionist
  ( 2)
Creature — Cephalid Wizard
(1/1)
Whenever Cephalid Illusionist becomes the target of a spell or ability, put the top three cards of your library into your graveyard.  , : Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
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Cephalid Inkshrouder
  ( 3)
Creature — Cephalid
(2/1)
Discard a card: Cephalid Inkshrouder gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.)
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Cephalid Looter
  ( 3)
Creature — Cephalid Rogue
(2/1)
: Target player draws a card, then discards a card.
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Cephalid Pathmage
  ( 3)
Creature — Cephalid Wizard
(1/2)
Cephalid Pathmage can't be blocked. , Sacrifice Cephalid Pathmage: Target creature can't be blocked this turn.
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Cephalid Sage
  ( 4)
Creature — Cephalid
(2/3)
Threshold — As long as seven or more cards are in your graveyard, Cephalid Sage has "When Cephalid Sage enters the battlefield, draw three cards, then discard two cards."
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Cephalid Scout
  ( 2)
Creature — Cephalid Wizard Scout
(1/1)
Flying  , Sacrifice a land: Draw a card.
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Cephalid Shrine
   ( 3)
Enchantment
Whenever a player casts a spell, counter that spell unless that player pays , where X is the number of cards in all graveyards with the same name as the spell.
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Cephalid Snitch
  ( 2)
Creature — Cephalid Wizard
(1/1)
Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn.
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Cephalid Vandal
  ( 2)
Creature — Cephalid Rogue
(1/1)
At the beginning of your upkeep, put a shred counter on Cephalid Vandal. Then put the top card of your library into your graveyard for each shred counter on Cephalid Vandal.
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Cerebral Eruption
   ( 4)
Sorcery
Target opponent reveals the top card of their library. Cerebral Eruption deals damage equal to the revealed card's converted mana cost to that player and each creature that player controls. If a land card is revealed this way, return Cerebral Eruption to its owner's hand.
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Cerebral Vortex
   ( 3)
Instant
Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards they've drawn this turn.
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Ceremonial Guard
  ( 3)
Creature — Human Soldier
(3/4)
When Ceremonial Guard attacks or blocks, destroy it at end of combat.
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Certain Death
  ( 6)
Sorcery
Destroy target creature. Its controller loses 2 life and you gain 2 life.
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Cerulean Sphinx
   ( 6)
Creature — Sphinx
(5/5)
Flying : Cerulean Sphinx's owner shuffles it into their library.
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Cerulean Wisps
 ( 1)
Instant
Target creature becomes blue until end of turn. Untap that creature. Draw a card.
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Cessation
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. When Cessation is put into a graveyard from the battlefield, return Cessation to its owner's hand.
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Ceta Sanctuary
  ( 3)
Enchantment
At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.
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Chain Lightning
 ( 1)
Sorcery
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay  . If the player does, they may copy this spell and may choose a new target for that copy.
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Chain of Acid
  ( 4)
Sorcery
Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy.
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Chain of Plasma
  ( 2)
Instant
Chain of Plasma deals 3 damage to any target. Then that player or that permanent's controller may discard a card. If the player does, they may copy this spell and may choose a new target for that copy.
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Chain of Silence
  ( 2)
Instant
Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, they may copy this spell and may choose a new target for that copy.
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Chain of Smog
  ( 2)
Sorcery
Target player discards two cards. That player may copy this spell and may choose a new target for that copy.
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Chain of Vapor
 ( 1)
Instant
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, they may copy this spell and may choose a new target for that copy.
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Chain Reaction
   ( 4)
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
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Chain Stasis
 ( 1)
Instant
You may tap or untap target creature. Then that creature's controller may pay  . If the player does, they may copy this spell and may choose a new target for that copy.
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Chainbreaker
 ( 2)
Artifact Creature — Scarecrow
(3/3)
Chainbreaker enters the battlefield with two -1/-1 counters on it. , : Remove a -1/-1 counter from target creature.
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Chained Throatseeker
  ( 6)
Creature — Horror
(5/5)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Chained Throatseeker can't attack unless defending player is poisoned.
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Chained to the Rocks
 ( 1)
Enchantment — Aura
Enchant Mountain you control When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.)
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Chainer, Dementia Master
   ( 5)
Legendary Creature — Human Minion
(3/3)
Nightmare creatures get +1/+1.   , Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types.
When Chainer, Dementia Master leaves the battlefield, exile all Nightmares.
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Chainer's Edict
  ( 2)
Sorcery
Target player sacrifices a creature. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Chainer's Torment
  ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Chainer's Torment deals 2 damage to each opponent and you gain 2 life. III — Create an X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.
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Chains of Mephistopheles
  ( 2)
Enchantment
If a player would draw a card except the first one they draw in their draw step each turn, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they put the top card of their library into their graveyard.
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Chakram Retriever
  ( 5)
Creature — Elemental Hound
(2/4)
Partner with Chakram Slinger (When this creature enters the battlefield, target player may put Chakram Slinger into their hand from their library, then shuffle.) Whenever you cast a spell during your turn, untap target creature.
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Chakram Slinger
  ( 5)
Creature — Human Warrior
(2/4)
Partner with Chakram Retriever (When this creature enters the battlefield, target player may put Chakram Retriever into their hand from their library, then shuffle.) , : Chakram Slinger deals 2 damage to target player or planeswalker.
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Chalice of Life
 ( 3)
Artifact
: You gain 1 life. Then if you have at least 10 life more than your starting life total, transform Chalice of Life.
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Chalice of the Void
  ( 0)
Artifact
Chalice of the Void enters the battlefield with X charge counters on it. Whenever a player casts a spell with converted mana cost equal to the number of charge counters on Chalice of the Void, counter that spell.
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Chamber of Manipulation
   ( 4)
Enchantment — Aura
Enchant land Enchanted land has " , Discard a card: Gain control of target creature until end of turn."
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Chambered Nautilus
  ( 3)
Creature — Nautilus Beast
(2/2)
Whenever Chambered Nautilus becomes blocked, you may draw a card.
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Chameleon Blur
  ( 4)
Instant
Prevent all damage that creatures would deal to players this turn.
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Chameleon Colossus
   ( 4)
Creature — Shapeshifter
(4/4)
Changeling (This card is every creature type.) Protection from black   : Chameleon Colossus gets +X/+X until end of turn, where X is its power.
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Chameleon Spirit
  ( 4)
Creature — Illusion Spirit
(*/*)
As Chameleon Spirit enters the battlefield, choose a color. Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control.
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Champion Lancer
   ( 6)
Creature — Human Knight
(3/3)
Prevent all damage that would be dealt to Champion Lancer by creatures.
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Champion of Arashin
  ( 4)
Creature — Hound Warrior
(3/2)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Champion of Dusk
   ( 5)
Creature — Vampire Knight
(4/4)
When Champion of Dusk enters the battlefield, you draw X cards and you lose X life, where X is the number of Vampires you control.
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Champion of Lambholt
   ( 3)
Creature — Human Warrior
(1/1)
Creatures with power less than Champion of Lambholt's power can't block creatures you control. Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of Lambholt.
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Champion of Rhonas
  ( 4)
Creature — Jackal Warrior
(3/3)
You may exert Champion of Rhonas as it attacks. When you do, you may put a creature card from your hand onto the battlefield. (An exerted creature won't untap during your next untap step.)
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Champion of the Flame
  ( 2)
Creature — Human Warrior
(1/1)
Trample Champion of the Flame gets +2/+2 for each Aura and Equipment attached to it.
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