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Call to Arms
  ( 2)
Enchantment
As Call to Arms enters the battlefield, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
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Call to Glory
  ( 2)
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
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Call to Heel
  ( 2)
Instant
Return target creature to its owner's hand. Its controller draws a card.
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Call to Mind
  ( 3)
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
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Call to Serve
  ( 2)
Enchantment — Aura
Enchant nonblack creature Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
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Call to the Feast
   ( 4)
Sorcery
Create three 1/1 white Vampire creature tokens with lifelink.
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Call to the Grave
  ( 5)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature. At the beginning of the end step, if no creatures are on the battlefield, sacrifice Call to the Grave.
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Call to the Kindred
  ( 4)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
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Call to the Netherworld
 ( 1)
Sorcery
Return target black creature card from your graveyard to your hand. 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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Caller of the Claw
  ( 3)
Creature — Elf
(2/2)
Flash When Caller of the Claw enters the battlefield, create a 2/2 green Bear creature token for each nontoken creature put into your graveyard from the battlefield this turn.
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Caller of the Hunt
  ( 3)
Creature — Human
(*/*)
As an additional cost to cast this spell, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures of the chosen type on the battlefield.
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Caller of the Pack
   ( 7)
Creature — Beast
(8/6)
Trample Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Caller of the Untamed
  ( 4)
Creature — Elf Shaman
(2/4)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile a creature card you drafted that isn't in your deck. , : Create a token that's a copy of a card you exiled with cards named Caller of the Untamed. X is the converted mana cost of that card.
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Callous Deceiver
  ( 3)
Creature — Spirit
(1/3)
: Look at the top card of your library.
: Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Activate this ability only once each turn.
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Callous Giant
   ( 6)
Creature — Giant
(4/4)
If a source would deal 3 or less damage to Callous Giant, prevent that damage.
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Callous Oppressor
   ( 3)
Creature — Cephalid
(1/2)
You may choose not to untap Callous Oppressor during your untap step. As Callous Oppressor enters the battlefield, an opponent chooses a creature type. : Gain control of target creature that isn't of the chosen type for as long as Callous Oppressor remains tapped.
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Callow Jushi
   ( 3)
Creature — Human Wizard
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Callow Jushi. At the beginning of the end step, if there are two or more ki counters on Callow Jushi, you may flip it.
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Calming Licid
  ( 3)
Creature — Licid
(2/2)
, : Calming 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 attack.
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Calming Verse
  ( 4)
Sorcery
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
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Caltrops
 ( 3)
Artifact
Whenever a creature attacks, Caltrops deals 1 damage to it.
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Camaraderie
   ( 6)
Sorcery
You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.
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Camel
 ( 1)
Creature — Camel
(0/1)
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 you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) As long as Camel is attacking, prevent all damage Deserts would deal to Camel and to creatures banded with Camel.
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Camouflage
 ( 1)
Instant
Cast this spell only during your declare attackers step. This turn, instead of declaring blockers, each defending player chooses any number of creatures they control and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures those players control that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. (Piles can be empty.)
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Campaign of Vengeance
   ( 5)
Enchantment
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.
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Canal Courier
  ( 6)
Creature — Human Rogue
(3/5)
When Canal Courier enters the battlefield, you become the monarch. Whenever Canal Courier and another creature attack different players, Canal Courier can't be blocked this combat.
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Canal Dredger
 ( 4)
Artifact Creature — Construct
(1/5)
Draft Canal Dredger face up. Each player passes the last card from each booster pack to a player who drafted a card named Canal Dredger. : Put target card from your graveyard on the bottom of your library.
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Candlelight Vigil
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has vigilance.
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Candles' Glow
  ( 2)
Instant — Arcane
Prevent the next 3 damage that would be dealt to any target this turn. You gain life equal to the damage prevented this way. 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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Candles of Leng
 ( 2)
Artifact
, : Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.
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Canker Abomination
   ( 4)
Creature — Treefolk Horror
(6/6)
As Canker Abomination enters the battlefield, choose an opponent. Canker Abomination enters the battlefield with a -1/-1 counter on it for each creature that player controls.
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Cannibalize
  ( 2)
Sorcery
Choose two target creatures controlled by the same player. Exile one of those creatures and put two +1/+1 counters on the other.
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Canopy Claws
 ( 1)
Instant
Target creature loses flying until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Canopy Cover
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by creatures with flying or reach. Enchanted creature can't be the target of spells or abilities your opponents control.
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Canopy Crawler
  ( 4)
Creature — Beast
(2/2)
Amplify 1 (As this creature enters the battlefield, put a +1/+1 counter on it for each Beast card you reveal in your hand.) : Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler.
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Canopy Dragon
   ( 6)
Creature — Dragon
(4/4)
Trample  : Canopy Dragon gains flying and loses trample until end of turn.
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Canopy Spider
  ( 2)
Creature — Spider
(1/3)
Reach (This creature can block creatures with flying.)
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Canopy Surge
  ( 2)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If this spell was kicked, it deals 4 damage to each creature with flying and each player instead.
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Canopy Vista
( 0)
Land — Forest Plains
( : Add or .) Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
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Cantivore
   ( 3)
Creature — Lhurgoyf
(*/*)
Vigilance Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
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Canyon Drake
   ( 4)
Creature — Drake
(1/2)
Flying , Discard a card at random: Canyon Drake gets +2/+0 until end of turn.
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Canyon Wildcat
  ( 2)
Creature — Cat
(2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Cao Cao, Lord of Wei
   ( 5)
Legendary Creature — Human Soldier
(3/3)
: Target opponent discards two cards. Activate this ability only during your turn, before attackers are declared.
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Cao Ren, Wei Commander
   ( 4)
Legendary Creature — Human Soldier Warrior
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Cao Ren, Wei Commander enters the battlefield, you lose 3 life.
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Capashen Knight
  ( 2)
Creature — Human Knight
(1/1)
First strike (This creature deals combat damage before creatures without first strike.)  : Capashen Knight gets +1/+0 until end of turn.
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Capashen Standard
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. , Sacrifice Capashen Standard: Draw a card.
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Capashen Templar
  ( 3)
Creature — Human Knight
(2/2)
: Capashen Templar gets +0/+1 until end of turn.
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capital offense
   ( 4)
instant
target creature gets -x/-x until end of turn, where x is the number of times a capital letter appears in its rules text. (ignore reminder text and flavor text.)
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Capital Punishment
   ( 6)
Sorcery
Council's dilemma — Starting with you, each player votes for death or taxes. Each opponent sacrifices a creature for each death vote and discards a card for each taxes vote.
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Capricious Efreet
   ( 6)
Creature — Efreet
(6/4)
At the beginning of your upkeep, choose target nonland permanent you control and up to two target nonland permanents you don't control. Destroy one of them at random.
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Capricious Sorcerer
  ( 3)
Creature — Human Wizard
(1/1)
: Capricious Sorcerer deals 1 damage to any target. Activate this ability only during your turn, before attackers are declared.
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Capsize
   ( 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 target permanent to its owner's hand.
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Captain Lannery Storm
  ( 3)
Legendary Creature — Human Pirate
(2/2)
Haste Whenever Captain Lannery Storm attacks, create a colorless Treasure artifact token with " , Sacrifice this artifact: Add one mana of any color." Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
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Captain of the Mists
  ( 3)
Creature — Human Wizard
(2/3)
Whenever another Human enters the battlefield under your control, untap Captain of the Mists.  , : You may tap or untap target permanent.
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Captain of the Watch
   ( 6)
Creature — Human Soldier
(3/3)
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When Captain of the Watch enters the battlefield, create three 1/1 white Soldier creature tokens.
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Captain Sisay
   ( 4)
Legendary Creature — Human Soldier
(2/2)
: Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library.
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Captain's Call
  ( 4)
Sorcery
Create three 1/1 white Soldier creature tokens.
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Captain's Claws
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature attacks, create a 1/1 white Kor Ally creature token that's tapped and attacking. Equip 
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Captain's Hook
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types. Whenever Captain's Hook becomes unattached from a permanent, destroy that permanent. Equip 
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Captain's Maneuver
   ( 2)
Instant
The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.
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Captivating Crew
  ( 4)
Creature — Human Pirate
(4/3)
 : Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate this ability only any time you could cast a sorcery.
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Captivating Glance
  ( 3)
Enchantment — Aura
Enchant creature At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher converted mana cost.)
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Captivating Vampire
   ( 3)
Creature — Vampire
(2/2)
Other Vampire creatures you control get +1/+1. Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
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Captive Flame
  ( 3)
Enchantment
: Target creature gets +1/+0 until end of turn.
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Capture Sphere
  ( 4)
Enchantment — Aura
Flash Enchant creature When Capture Sphere enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Captured by the Consulate
  ( 4)
Enchantment — Aura
Enchant creature you don't control Enchanted creature can't attack. Whenever an opponent casts a spell, if it has a single target, change the target to enchanted creature if able.
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Captured Sunlight
   ( 4)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) You gain 4 life.
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Carapace
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2. Sacrifice Carapace: Regenerate enchanted creature.
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Carapace Forger
  ( 2)
Creature — Elf Artificer
(2/2)
Metalcraft — Carapace Forger gets +2/+2 as long as you control three or more artifacts.
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Caravan Escort
 ( 1)
Creature — Human Knight
(1/1)
Level up ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 2/2 LEVEL 5+ 5/5 First strike
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Caravan Hurda
  ( 5)
Creature — Giant
(1/5)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Caravan Vigil
 ( 1)
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. Morbid — You may put that card onto the battlefield instead of putting it into your hand if a creature died this turn.
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Carbonize
  ( 3)
Instant
Carbonize deals 3 damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.
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Cardboard Carapace
  ( 6)
Enchantment — Aura
Enchant creature For each other card named Cardboard Carapace you have with you outside the game, enchanted creature gets +1/+1.
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Cardpecker
  ( 2)
Creature — Bird
(1{1/2}/1)
Flying Gotcha — If an opponent touches the table with their hand, you may say "Gotcha" When you do, return Cardpecker from your graveyard to your hand.
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Careful Consideration
   ( 4)
Instant
Target player draws four cards, then discards three cards. If you cast this spell during your main phase, instead that player draws four cards, then discards two cards.
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Careful Study
 ( 1)
Sorcery
Draw two cards, then discard two cards.
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Caregiver
 ( 1)
Creature — Human Cleric
(1/1)
, Sacrifice a creature: Prevent the next 1 damage that would be dealt to any target this turn.
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Caress of Phyrexia
   ( 5)
Sorcery
Target player draws three cards, loses 3 life, and gets three poison counters.
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Caribou Range
   ( 4)
Enchantment — Aura
Enchant land you control Enchanted land has " , : Create a 0/1 white Caribou creature token." Sacrifice a Caribou token: You gain 1 life.
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Carnage Gladiator
   ( 4)
Creature — Skeleton Warrior
(4/2)
Whenever a creature blocks, that creature's controller loses 1 life.   : Regenerate Carnage Gladiator.
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Carnage Tyrant
   ( 6)
Creature — Dinosaur
(7/6)
This spell can't be countered. Trample, hexproof
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Carnage Wurm
  ( 7)
Creature — Wurm
(6/6)
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.) Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Carnassid
   ( 6)
Creature — Beast
(5/4)
Trample  : Regenerate Carnassid.
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Carnifex Demon
   ( 6)
Creature — Demon
(6/6)
Flying Carnifex Demon enters the battlefield with two -1/-1 counters on it. , Remove a -1/-1 counter from Carnifex Demon: Put a -1/-1 counter on each other creature.
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Carnival Hellsteed
   ( 6)
Creature — Nightmare Horse
(5/4)
First strike, haste 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.)
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Carnival of Souls
  ( 2)
Enchantment
Whenever a creature enters the battlefield, you lose 1 life and add .
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Carnivorous Death-Parrot
  ( 2)
Creature — Bird
(2/2)
Flying At the beginning of your upkeep, sacrifice Carnivorous Death-Parrot unless you say its flavor text.
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