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Conqueror's Galleon
 ( 4)
Artifact — Vehicle
(2/10)
When Conqueror's Galleon attacks, exile it at end of combat, then return it to the battlefield transformed under your control. Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
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Conqueror's Pledge
    ( 5)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Create six 1/1 white Kor Soldier creature tokens. If this spell was kicked, create twelve of those tokens instead.
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Consecrate Land
 ( 1)
Enchantment — Aura
Enchant land Enchanted land has indestructible and can't be enchanted by other Auras.
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Consecrated by Blood
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying and "Sacrifice two other creatures: Regenerate this creature." (The next time the creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
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Consecrated Sphinx
   ( 6)
Creature — Sphinx
(4/6)
Flying Whenever an opponent draws a card, you may draw two cards.
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Conservator
 ( 4)
Artifact
, : Prevent the next 2 damage that would be dealt to you this turn.
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Consign to Dream
  ( 3)
Instant
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.
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Consign to Dust
  ( 3)
Instant
Strive — This spell costs  more to cast for each target beyond the first. Destroy any number of target artifacts and/or enchantments.
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Conspiracy
   ( 5)
Enchantment
As Conspiracy enters the battlefield, choose a creature type. Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
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Constant Mists
  ( 2)
Instant
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn.
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Constricting Sliver
  ( 6)
Creature — Sliver
(3/3)
Sliver creatures you control have "When this creature enters the battlefield, you may exile target creature an opponent controls until this creature leaves the battlefield."
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Constricting Tendrils
 ( 1)
Instant
Target creature gets -3/-0 until end of turn. Cycling ( , Discard this card: Draw a card.)
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Consulate Crackdown
   ( 5)
Enchantment
When Consulate Crackdown enters the battlefield, exile all artifacts your opponents control until Consulate Crackdown leaves the battlefield.
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Consulate Dreadnought
 ( 1)
Artifact — Vehicle
(7/11)
Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)
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Consulate Skygate
 ( 2)
Artifact Creature — Wall
(0/4)
Defender Reach (This creature can block creatures with flying.)
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Consul's Lieutenant
  ( 2)
Creature — Human Soldier
(2/1)
First strike Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever Consul's Lieutenant attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn.
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Consul's Shieldguard
  ( 4)
Creature — Dwarf Soldier
(3/4)
When Consul's Shieldguard enters the battlefield, you get  (two energy counters). Whenever Consul's Shieldguard attacks, you may pay . If you do, another target attacking creature gains indestructible until end of turn.
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Consult the Necrosages
   ( 3)
Sorcery
Choose one — • Target player draws two cards. • Target player discards two cards.
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Consume Spirit
   ( 2)
Sorcery
Spend only black mana on X. Consume Spirit deals X damage to any target and you gain X life.
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Consume Strength
   ( 3)
Instant
Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.
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Consume the Meek
   ( 5)
Instant
Destroy each creature with converted mana cost 3 or less. They can't be regenerated.
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Consuming Aberration
   ( 5)
Creature — Horror
(*/*)
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
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Consuming Bonfire
   ( 5)
Tribal Sorcery — Elemental
Choose one — • Consuming Bonfire deals 4 damage to target non-Elemental creature. • Consuming Bonfire deals 7 damage to target Treefolk creature.
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Consuming Ferocity
  ( 2)
Enchantment — Aura
Enchant non-Wall creature Enchanted creature gets +1/+0. At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated.
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Consuming Fervor
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has "At the beginning of your upkeep, put a -1/-1 counter on this creature."
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Consuming Sinkhole
  ( 4)
Instant
Devoid (This card has no color.) Choose one — • Exile target land creature. • Consuming Sinkhole deals 4 damage to target player or planeswalker.
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Consuming Vapors
  ( 4)
Sorcery
Target player sacrifices a creature. You gain life equal to that creature's toughness. 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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Consuming Vortex
  ( 2)
Instant — Arcane
Return target creature to its owner's hand. Splice onto Arcane  (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Contagion
   ( 5)
Instant
You may pay 1 life and exile a black card from your hand rather than pay this spell's mana cost. Distribute two -2/-1 counters among one or two target creatures.
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Contagion Clasp
 ( 2)
Artifact
When Contagion Clasp enters the battlefield, put a -1/-1 counter on target creature. , : Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
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Contagion Engine
 ( 6)
Artifact
When Contagion Engine enters the battlefield, put a -1/-1 counter on each creature target player controls. , : Proliferate, then proliferate again. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there. Then do it again.)
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Contagious Nim
  ( 3)
Creature — Zombie
(2/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Containment Membrane
  ( 3)
Enchantment — Aura
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Enchant creature Enchanted creature doesn't untap during its controller's untap step.
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Containment Priest
  ( 2)
Creature — Human Cleric
(2/2)
Flash If a nontoken creature would enter the battlefield and it wasn't cast, exile it instead.
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Contaminated Bond
  ( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Whenever enchanted creature attacks or blocks, its controller loses 3 life.
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Contaminated Ground
  ( 2)
Enchantment — Aura
Enchant land Enchanted land is a Swamp. Whenever enchanted land becomes tapped, its controller loses 2 life.
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Contamination
  ( 3)
Enchantment
At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature. If a land is tapped for mana, it produces instead of any other type and amount.
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Contemplation
   ( 3)
Enchantment
Whenever you cast a spell, you gain 1 life.
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Contempt
  ( 2)
Enchantment — Aura
Enchant creature When enchanted creature attacks, return it and Contempt to their owners' hands at end of combat.
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Contested War Zone
( 0)
Land
Whenever a creature deals combat damage to you, that creature's controller gains control of Contested War Zone. : Add .
, : Attacking creatures get +1/+0 until end of turn.
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Contingency Plan
  ( 2)
Sorcery
Look at the top five cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.
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Contraband Kingpin
  ( 2)
Creature — Aetherborn Rogue
(1/4)
Lifelink Whenever an artifact enters the battlefield under your control, scry 1.
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Contract from Below
 ( 1)
Sorcery
Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, ante the top card of your library, then draw seven cards.
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Contract Killing
   ( 5)
Sorcery
Destroy target creature. Create two colorless Treasure artifact tokens with " , Sacrifice this artifact: Add one mana of any color."
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Contradict
   ( 5)
Instant
Counter target spell. Draw a card.
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Contraption Cannon
 ( 4)
Artifact
, Sacrifice Contraption Cannon: It deals damage to any target equal to the number of Contraptions you control.
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Control Magic
   ( 4)
Enchantment — Aura
Enchant creature You control enchanted creature.
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Controlled Instincts
 ( 1)
Enchantment — Aura
Enchant red or green creature Enchanted creature doesn't untap during its controller's untap step.
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Conundrum Sphinx
   ( 4)
Creature — Sphinx
(4/4)
Flying Whenever Conundrum Sphinx attacks, each player chooses a card name. Then each player reveals the top card of their library. If the card a player revealed has the name they chose, that player puts it into their hand. If it doesn't, that player puts it on the bottom of their library.
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Convalescence
  ( 2)
Enchantment
At the beginning of your upkeep, if you have 10 or less life, you gain 1 life.
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Convalescent Care
   ( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, you gain 3 life and draw a card.
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Conversion
   ( 4)
Enchantment
At the beginning of your upkeep, sacrifice Conversion unless you pay  . All Mountains are Plains.
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Convicted Killer
  ( 3)
Creature — Human Werewolf
(2/2)
At the beginning of each upkeep, if no spells were cast last turn, transform Convicted Killer.
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Conviction
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3. : Return Conviction to its owner's hand.
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Convincing Mirage
  ( 2)
Enchantment — Aura
Enchant land As Convincing Mirage enters the battlefield, choose a basic land type. Enchanted land is the chosen type.
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Convolute
  ( 3)
Instant
Counter target spell unless its controller pays .
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Convulsing Licid
  ( 3)
Creature — Licid
(2/2)
, : Convulsing Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect.
Enchanted creature can't block.
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Refuse // Cooperate (Cooperate)
  ( 3)
Instant
Aftermath (Cast this spell only from your graveyard. Then exile it.) Copy target instant or sorcery spell. You may choose new targets for the copy.
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Cooperation
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides 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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Coordinated Assault
 ( 1)
Instant
Up to two target creatures each get +1/+0 and gain first strike until end of turn.
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Coordinated Barrage
 ( 1)
Instant
Choose a creature type. Coordinated Barrage deals damage to target attacking or blocking creature equal to the number of permanents you control of the chosen type.
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Copper Carapace
 ( 1)
Artifact — Equipment
Equipped creature gets +2/+2 and can't block. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Copper Gnomes
 ( 2)
Artifact Creature — Gnome
(1/1)
, Sacrifice Copper Gnomes: You may put an artifact card from your hand onto the battlefield.
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Copper Myr
 ( 2)
Artifact Creature — Myr
(1/1)
: Add .
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Copper Tablet
 ( 2)
Artifact
At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player.
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Copperhoof Vorrac
   ( 5)
Creature — Boar Beast
(2/2)
Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control.
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Copperhorn Scout
 ( 1)
Creature — Elf Scout
(1/1)
Whenever Copperhorn Scout attacks, untap each other creature you control.
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Copper-Leaf Angel
 ( 5)
Artifact Creature — Angel
(2/2)
Flying , Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel.
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Copperline Gorge
( 0)
Land
Copperline Gorge enters the battlefield tapped unless you control two or fewer other lands. : Add or .
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Copy Artifact
  ( 2)
Enchantment
You may have Copy Artifact enter the battlefield as a copy of any artifact on the battlefield, except it's an enchantment in addition to its other types.
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Copy Enchantment
  ( 3)
Enchantment
You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield.
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Coral Atoll
( 0)
Land
Coral Atoll enters the battlefield tapped. When Coral Atoll enters the battlefield, sacrifice it unless you return an untapped Island you control to its owner's hand. : Add  .
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Coral Barrier
  ( 3)
Creature — Wall
(1/3)
Defender (This creature can't attack.) When Coral Barrier enters the battlefield, create a 1/1 blue Squid creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.)
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Coral Fighters
  ( 2)
Creature — Merfolk Soldier
(1/1)
Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.
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Coral Helm
 ( 3)
Artifact
, Discard a card at random: Target creature gets +2/+2 until end of turn.
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Coral Net
 ( 1)
Enchantment — Aura
Enchant green or white creature Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you discard a card."
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Coral Reef
  ( 2)
Enchantment
Coral Reef enters the battlefield with four polyp counters on it. Sacrifice an Island: Put two polyp counters on Coral Reef. , Tap an untapped blue creature you control, Remove a polyp counter from Coral Reef: Put a +0/+1 counter on target creature.
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Coral Trickster
  ( 2)
Creature — Merfolk Rogue
(2/1)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Coral Trickster is turned face up, you may tap or untap target permanent.
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Coralhelm Commander
  ( 2)
Creature — Merfolk Soldier
(2/2)
Level up ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 3/3 Flying LEVEL 4+ 4/4 Flying Other Merfolk creatures you control get +1/+1.
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Coralhelm Guide
  ( 2)
Creature — Merfolk Scout Ally
(2/1)
 : Target creature can't be blocked this turn.
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Core Prowler
 ( 4)
Artifact Creature — Horror
(2/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) When Core Prowler dies, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
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Coretapper
 ( 2)
Artifact Creature — Myr
(1/1)
: Put a charge counter on target artifact.
Sacrifice Coretapper: Put two charge counters on target artifact.
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Cornered Market
  ( 3)
Enchantment
Players can't cast spells with the same name as a nontoken permanent. Players can't play nonbasic lands with the same name as a nontoken permanent.
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Corpse Augur
  ( 4)
Creature — Zombie Wizard
(4/2)
When Corpse Augur dies, you draw X cards and you lose X life, where X is the number of creature cards in target player's graveyard.
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Corpse Blockade
  ( 3)
Creature — Zombie
(1/4)
Defender Sacrifice another creature: Corpse Blockade gains deathtouch until end of turn.
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Corpse Churn
  ( 2)
Instant
Put the top three cards of your library into your graveyard, then you may return a creature card from your graveyard to your hand.
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Corpse Cur
 ( 4)
Artifact Creature — Hound
(2/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) When Corpse Cur enters the battlefield, you may return target creature card with infect from your graveyard to your hand.
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Corpse Dance
  ( 3)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Return the top creature card of your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
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