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Circle of Despair
   ( 3)
Enchantment
, Sacrifice a creature: The next time a source of your choice would deal damage to any target this turn, prevent that damage.
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Circle of Flame
  ( 2)
Enchantment
Whenever a creature without flying attacks you or a planeswalker you control, Circle of Flame deals 1 damage to that creature.
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Circle of Protection: Art
  ( 2)
Enchantment
As Circle of Protection: Art enters the battlefield, choose an artist.  : The next time a source of your choice with art by the chosen artist would deal damage to you this turn, prevent that damage.
 : Return Circle of Protection: Art to its owner's hand.
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Circle of Protection: Black
  ( 2)
Enchantment
: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Blue
  ( 2)
Enchantment
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Green
  ( 2)
Enchantment
: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Red
  ( 2)
Enchantment
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Shadow
  ( 2)
Enchantment
: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage.
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Circle of Protection: White
  ( 2)
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Solace
  ( 4)
Enchantment
As Circle of Solace enters the battlefield, choose a creature type.  : The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.
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Circling Vultures
 ( 1)
Creature — Bird
(3/2)
Flying You may discard Circling Vultures any time you could cast an instant. At the beginning of your upkeep, sacrifice Circling Vultures unless you exile the top creature card of your graveyard.
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Circu, Dimir Lobotomist
   ( 4)
Legendary Creature — Human Wizard
(2/3)
Whenever you cast a blue spell, exile the top card of target player's library. Whenever you cast a black spell, exile the top card of target player's library. Your opponents can't cast spells with the same name as a card exiled with Circu, Dimir Lobotomist.
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Circuitous Route
  ( 4)
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle your library.
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Circular Logic
  ( 3)
Instant
Counter target spell unless its controller pays for each card in your graveyard. 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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Citadel Castellan
   ( 3)
Creature — Human Knight
(2/3)
Vigilance (Attacking doesn't cause this creature to tap.) Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.)
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Citadel of Pain
  ( 3)
Enchantment
At the beginning of each player's end step, Citadel of Pain deals X damage to that player, where X is the number of untapped lands they control.
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Citadel Siege
   ( 4)
Enchantment
As Citadel Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
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Citanul Centaurs
  ( 4)
Creature — Centaur
(6/3)
Shroud (This creature can't be the target of spells or abilities.) Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Citanul Druid
  ( 2)
Creature — Human Druid
(1/1)
Whenever an opponent casts an artifact spell, put a +1/+1 counter on Citanul Druid.
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Citanul Flute
 ( 5)
Artifact
, : Search your library for a creature card with converted mana cost X or less, reveal it, and put it into your hand. Then shuffle your library.
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City in a Bottle
 ( 2)
Artifact
Whenever another nontoken permanent with a name originally printed in the Arabian Nights expansion is on the battlefield, its controller sacrifices it. Players can't cast spells or play lands with a name originally printed in the Arabian Nights expansion.
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City of Ass
( 0)
Land
City of Ass enters the battlefield tapped. : Add one and one-half mana of any one color.
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City of Brass
( 0)
Land
Whenever City of Brass becomes tapped, it deals 1 damage to you. : Add one mana of any color.
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City of Shadows
( 0)
Land
, Exile a creature you control: Put a storage counter on City of Shadows.
: Add for each storage counter on City of Shadows.
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City of Solitude
  ( 3)
Enchantment
Players can cast spells and activate abilities only during their own turns.
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City of Traitors
( 0)
Land
When you play another land, sacrifice City of Traitors. : Add  .
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Citywatch Sphinx
  ( 6)
Creature — Sphinx
(5/4)
Flying When Citywatch Sphinx dies, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Citywide Bust
   ( 3)
Sorcery
Destroy all creatures with toughness 4 or greater.
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Civic Saber
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+0 for each of its colors. Equip 
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Civic Wayfinder
  ( 3)
Creature — Elf Warrior Druid
(2/2)
When Civic Wayfinder enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
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Civilized Scholar
  ( 3)
Creature — Human Advisor
(0/1)
: Draw a card, then discard a card. If a creature card is discarded this way, untap Civilized Scholar, then transform it.
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Claim // Fame (Claim)
 ( 1)
Sorcery
Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
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Claim of Erebos
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has " , : Target player loses 2 life."
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Clairvoyance
 ( 1)
Instant
Look at target player's hand. Draw a card at the beginning of the next turn's upkeep.
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Clam Session
   ( 3)
Creature — Clamfolk
(2/5)
As Clam Session enters the battlefield, choose a word. At the beginning of your upkeep, you may sing at least six words of a song, at least one of which is the chosen word. If you don't, sacrifice Clam Session. You can't repeat a song.
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Clambassadors
  ( 4)
Creature — Clamfolk
(4/4)
Whenever Clambassadors deals damage to a player, choose an artifact, creature, or land you control. That player gains control of that permanent.
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Clam-I-Am
  ( 3)
Creature — Clamfolk
(2/2)
If you roll a 3 on a six-sided die, you may reroll that die.
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Clan Defiance
   ( 2)
Sorcery
Choose one or more — • Clan Defiance deals X damage to target creature with flying. • Clan Defiance deals X damage to target creature without flying. • Clan Defiance deals X damage to target player or planeswalker.
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Clash of Realities
  ( 4)
Enchantment
All Spirits have "When this permanent enters the battlefield, you may have it deal 3 damage to target non-Spirit creature." Non-Spirit creatures have "When this creature enters the battlefield, you may have it deal 3 damage to target Spirit creature."
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Clash of Wills
  ( 1)
Instant
Counter target spell unless its controller pays .
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Claustrophobia
   ( 3)
Enchantment — Aura
Enchant creature When Claustrophobia enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Claws of Gix
 ( 0)
Artifact
, Sacrifice a permanent: You gain 1 life.
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Claws of Valakut
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 for each Mountain you control and has first strike.
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Claws of Wirewood
  ( 4)
Sorcery
Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling ( , Discard this card: Draw a card.)
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Clay Pigeon
 ( 3)
Artifact Creature — Bird
(1/1)
Flying , Throw Clay Pigeon into the air at least two feet above your head while seated: If you catch Clay Pigeon with one hand, prevent all damage a source of your choice would deal to you this turn and tap Clay Pigeon. Otherwise, sacrifice it.
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Clay Statue
 ( 4)
Artifact Creature — Golem
(3/1)
: Regenerate Clay Statue.
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Cleanfall
  ( 3)
Sorcery — Arcane
Destroy all enchantments.
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Cleanse
   ( 4)
Sorcery
Destroy all black creatures.
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Cleansing
   ( 3)
Sorcery
For each land, destroy that land unless any player pays 1 life.
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Cleansing Beam
  ( 5)
Instant
Radiance — Cleansing Beam deals 2 damage to target creature and each other creature that shares a color with it.
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Cleansing Meditation
   ( 3)
Sorcery
Destroy all enchantments. Threshold — If seven or more cards are in your graveyard, instead destroy all enchantments, then return all cards in your graveyard destroyed this way to the battlefield.
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Cleansing Nova
   ( 5)
Sorcery
Choose one — • Destroy all creatures. • Destroy all artifacts and enchantments.
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Cleansing Ray
  ( 2)
Sorcery
Choose one — • Destroy target Vampire. • Destroy target enchantment.
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Clear
  ( 2)
Instant
Destroy target enchantment. Cycling ( , Discard this card: Draw a card.)
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Clear a Path
 ( 1)
Sorcery
Destroy target creature with defender.
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Clear Shot
  ( 3)
Instant
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
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Clear the Land
  ( 3)
Sorcery
Each player reveals the top five cards of their library, puts all land cards revealed this way onto the battlefield tapped, and exiles the rest.
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Clearwater Goblet
 ( 5)
Artifact
Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.) At the beginning of your upkeep, you may gain life equal to the number of charge counters on Clearwater Goblet.
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Cleaver Riot
  ( 5)
Sorcery
Creatures you control gain double strike until end of turn. (They deal both first-strike and regular combat damage.)
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Clergy en-Vec
  ( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Clergy of the Holy Nimbus
 ( 1)
Creature — Human Cleric
(1/1)
If Clergy of the Holy Nimbus would be destroyed, regenerate it. : Clergy of the Holy Nimbus can't be regenerated this turn. Only any opponent may activate this ability.
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Cleric of the Forward Order
  ( 2)
Creature — Human Cleric
(2/2)
When Cleric of the Forward Order enters the battlefield, you gain 2 life for each creature you control named Cleric of the Forward Order.
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Clever Combo
  ( 2)
Sorcery
Search your library for a host card or a card with augment, reveal it, put it into your hand, then shuffle your library.
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Clever Impersonator
   ( 4)
Creature — Shapeshifter
(0/0)
You may have Clever Impersonator enter the battlefield as a copy of any nonland permanent on the battlefield.
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Clickslither
    ( 4)
Creature — Insect
(3/3)
Haste Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn.
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Cliff Threader
  ( 2)
Creature — Kor Scout
(2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Cliffhaven Vampire
   ( 4)
Creature — Vampire Warrior Ally
(2/4)
Flying Whenever you gain life, each opponent loses 1 life.
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Cliffrunner Behemoth
  ( 4)
Creature — Rhino Beast
(5/3)
Cliffrunner Behemoth has haste as long as you control a red permanent. Cliffrunner Behemoth has lifelink as long as you control a white permanent.
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Cliffside Lookout
 ( 1)
Creature — Kor Scout Ally
(1/1)
 : Creatures you control get +1/+1 until end of turn.
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Cliffside Market
( 0)
Plane — Mercadia
When you planeswalk to Cliffside Market or at the beginning of your upkeep, you may exchange life totals with target player. Whenever you roll , exchange control of two target permanents that share a card type.
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Clifftop Retreat
( 0)
Land
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains. : Add or .
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Clinging Anemones
  ( 4)
Creature — Jellyfish
(1/4)
Defender Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Clinging Darkness
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-1.
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Clinging Mists
  ( 3)
Instant
Prevent all combat damage that would be dealt this turn. Fateful hour — If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step.
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Clip Wings
  ( 2)
Instant
Each opponent sacrifices a creature with flying.
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Cloak and Dagger
 ( 2)
Tribal Artifact — Rogue Equipment
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.) Whenever a Rogue creature enters the battlefield, you may attach Cloak and Dagger to it. Equip 
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Cloak of Confusion
  ( 2)
Enchantment — Aura
Enchant creature you control Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.
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Cloak of Feathers
 ( 1)
Sorcery
Target creature gains flying until end of turn. Draw a card.
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Cloak of Invisibility
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has phasing and can't be blocked except by Walls. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Cloak of Mists
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked.
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Cloaked Siren
  ( 4)
Creature — Siren
(3/2)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Clock of DOOOOOOOOOOOOM!
 ( 4)
Artifact
, : Move the CRANK counter to your Contraption deck's next sprocket and crank any number of that sprocket's Contraptions.
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Clock of Omens
 ( 4)
Artifact
Tap two untapped artifacts you control: Untap target artifact.
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Clocknapper
   ( 5)
Creature — Human Spy
(2/2)
When Clocknapper enters the battlefield, choose beginning phase, precombat main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)
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Clockspinning
 ( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.
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Clockwork Avian
 ( 5)
Artifact Creature — Bird
(0/4)
Flying Clockwork Avian enters the battlefield with four +1/+0 counters on it. At end of combat, if Clockwork Avian attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Avian. This ability can't cause the total number of +1/+0 counters on Clockwork Avian to be greater than four. Activate this ability only during your upkeep.
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Clockwork Beast
 ( 6)
Artifact Creature — Beast
(0/4)
Clockwork Beast enters the battlefield with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Activate this ability only during your upkeep.
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Clockwork Beetle
 ( 1)
Artifact Creature — Insect
(0/0)
Clockwork Beetle enters the battlefield with two +1/+1 counters on it. Whenever Clockwork Beetle attacks or blocks, remove a +1/+1 counter from it at end of combat.
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Clockwork Condor
 ( 4)
Artifact Creature — Bird
(0/0)
Flying Clockwork Condor enters the battlefield with three +1/+1 counters on it. Whenever Clockwork Condor attacks or blocks, remove a +1/+1 counter from it at end of combat.
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Clockwork Dragon
 ( 7)
Artifact Creature — Dragon
(0/0)
Flying Clockwork Dragon enters the battlefield with six +1/+1 counters on it. Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat. : Put a +1/+1 counter on Clockwork Dragon.
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Clockwork Gnomes
 ( 4)
Artifact Creature — Gnome
(2/2)
, : Regenerate target artifact creature.
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Clockwork Hydra
 ( 5)
Artifact Creature — Hydra
(0/0)
Clockwork Hydra enters the battlefield with four +1/+1 counters on it. Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to any target. : Put a +1/+1 counter on Clockwork Hydra.
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Clockwork Steed
 ( 4)
Artifact Creature — Horse
(0/3)
Clockwork Steed enters the battlefield with four +1/+0 counters on it. Clockwork Steed can't be blocked by artifact creatures. At end of combat, if Clockwork Steed attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Activate this ability only during your upkeep.
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