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Crop Sigil
( 1)
Enchantment
At the beginning of your upkeep, you may mill a card. Delirium — , Sacrifice Crop Sigil: Return up to one target creature card and up to one target land card from your graveyard to your hand. Activate only if there are four or more card types among cards in your graveyard.
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Crosswinds
( 2)
Enchantment
Creatures with flying get -2/-0.
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Crown of Ascension
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has flying. Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn.
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Crown of Awe
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has protection from black and from red. Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn.
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Crown of Flames
( 1)
Enchantment — Aura
Enchant creature : Enchanted creature gets +1/+0 until end of turn. : Return Crown of Flames to its owner's hand.
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Crown of Fury
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has first strike. Sacrifice Crown of Fury: Enchanted creature and other creatures that share a creature type with it get +1/+0 and gain first strike until end of turn.
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Crown of Skemfar
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Elf you control and has reach. : Return Crown of Skemfar from your graveyard to your hand.
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Crown of Suspicion
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/-1. Sacrifice Crown of Suspicion: Enchanted creature and other creatures that share a creature type with it get +2/-1 until end of turn.
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Crown of Vigor
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn.
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Cruel Reality
( 7)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player sacrifices a creature or planeswalker. If the player can't, they lose 5 life.
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Crumbling Ashes
( 2)
Enchantment
At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it.
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Crusade
( 2)
Enchantment
White creatures get +1/+1.
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Crusher Zendikon
( 3)
Enchantment — Aura
Enchant land Enchanted land is a 4/2 red Beast creature with trample. It's still a land. When enchanted land dies, return that card to its owner's hand.
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Cryptic Pursuit
( 4)
Enchantment
Whenever you cast an instant or sorcery spell from your hand, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Whenever a face-down creature you control dies, exile it if it's an instant or sorcery card. You may cast that card until the end of your next turn.
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Cryptolith Rite
( 2)
Enchantment
Creatures you control have ": Add one mana of any color."
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Cryptwailing
( 4)
Enchantment
, Exile two creature cards from your graveyard: Target player discards a card. Activate only as a sorcery.
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Crystal Carapace
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has ward . Cycling (, Discard this card: Draw a card.)
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Crystalline Nautilus
( 3)
Enchantment Creature — Nautilus
(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.) When Crystalline Nautilus becomes the target of a spell or ability, sacrifice it. Enchanted creature gets +4/+4 and has "When this creature becomes the target of a spell or ability, sacrifice it."
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Crystalline Resonance
( 3)
Enchantment
Whenever you cycle a card, you may have Crystalline Resonance become a copy of another target permanent until your next turn, except it has this ability.
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Crystallization
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When enchanted creature becomes the target of a spell or ability, exile that creature.
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Cultist of the Absolute
( 1)
Legendary Enchantment — Background
Commander creatures you own get +3/+3 and have flying, deathtouch, "Ward—Pay 3 life," and "At the beginning of your upkeep, sacrifice a creature."
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Cunning
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3. When enchanted creature attacks or blocks, sacrifice Cunning at the beginning of the next cleanup step.
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Cunning Evasion
( 2)
Enchantment
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
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Cunning Rhetoric
( 3)
Enchantment
Whenever an opponent attacks you and/or one or more planeswalkers you control, exile the top card of that player's library. You may play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast it.
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Curator's Ward
( 3)
Enchantment — Aura
Enchant permanent Enchanted permanent has hexproof. When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.)
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Curiosity
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card.
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Curious Inquiry
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, investigate." (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Curious Obsession
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card." At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice Curious Obsession.
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Curse Artifact
( 4)
Enchantment — Aura
Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Curse Artifact deals 2 damage to that player unless they sacrifice that artifact.
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Curse of Bloodletting
( 5)
Enchantment — Aura Curse
Enchant player If a source would deal damage to enchanted player, it deals double that damage to that player instead.
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Curse of Bounty
( 2)
Enchantment — Aura Curse
Enchant player Whenever enchanted player is attacked, untap all nonland permanents you control. Each opponent attacking that player untaps all nonland permanents they control.
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Curse of Chains
( 2)
Enchantment — Aura
Enchant creature At the beginning of each upkeep, tap enchanted creature.
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Curse of Chaos
( 3)
Enchantment — Aura Curse
Enchant player Whenever a player attacks enchanted player with one or more creatures, that attacking player may discard a card. If the player does, they draw a card.
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Curse of Clinging Webs
( 3)
Enchantment — Aura Curse
Enchant player Whenever a nontoken creature enchanted player controls dies, exile it and you create a 1/2 green Spider creature token with reach.
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Curse of Conformity
( 5)
Enchantment — Aura Curse
Enchant player Nonlegendary creatures enchanted player controls have base power and toughness 3/3 and lose all creature types.
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Curse of Death's Hold
( 5)
Enchantment — Aura Curse
Enchant player Creatures enchanted player controls get -1/-1.
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Curse of Disturbance
( 3)
Enchantment — Aura Curse
Enchant player Whenever enchanted player is attacked, create a 2/2 black Zombie creature token. Each opponent attacking that player does the same.
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Curse of Echoes
( 5)
Enchantment — Aura Curse
Enchant player Whenever enchanted player casts an instant or sorcery spell, each other player may copy that spell and may choose new targets for the copy they control.
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Curse of Exhaustion
( 4)
Enchantment — Aura Curse
Enchant player Enchanted player can't cast more than one spell each turn.
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Curse of Fool's Wisdom
( 6)
Enchantment — Aura Curse
Enchant player Whenever enchanted player draws a card, they lose 2 life and you gain 2 life. 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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Curse of Hospitality
( 3)
Enchantment — Aura Curse
Enchant player Creatures attacking enchanted player have trample. Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.
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Curse of Inertia
( 3)
Enchantment — Aura Curse
Enchant player Whenever a player attacks enchanted player with one or more creatures, that attacking player may tap or untap target permanent of their choice.
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Curse of Leeches
( 3)
Enchantment — Aura Curse
Enchant player As this permanent transforms into Curse of Leeches, attach it to a player. At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Curse of Marit Lage
( 5)
Enchantment
When Curse of Marit Lage enters the battlefield, tap all Islands. Islands don't untap during their controllers' untap steps.
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Curse of Misfortunes
( 5)
Enchantment — Aura Curse
Enchant player At the beginning of your upkeep, you may search your library for a Curse card that doesn't have the same name as a Curse attached to enchanted player, put it onto the battlefield attached to that player, then shuffle.
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Curse of Oblivion
( 4)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player exiles two cards from their graveyard.
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Curse of Obsession
( 5)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's draw step, that player draws two additional cards. At the beginning of enchanted player's end step, that player discards their hand.
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Curse of Opulence
( 1)
Enchantment — Aura Curse
Enchant player Whenever enchanted player is attacked, create a Gold token. Each opponent attacking that player does the same. (A Gold token is an artifact with "Sacrifice this artifact: Add one mana of any color.")
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Curse of Predation
( 3)
Enchantment — Aura Curse
Enchant player Whenever a creature attacks enchanted player, put a +1/+1 counter on it.
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Curse of Shaken Faith
( 2)
Enchantment — Aura Curse
Enchant player Whenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, Curse of Shaken Faith deals 2 damage to them.
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Curse of Shallow Graves
( 3)
Enchantment — Aura Curse
Enchant player Whenever a player attacks enchanted player with one or more creatures, that attacking player may create a tapped 2/2 black Zombie creature token.
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Curse of Silence
( 1)
Enchantment — Aura Curse
Enchant player As Curse of Silence enters the battlefield, choose a card name. Spells with the chosen name enchanted player casts cost more to cast. Whenever enchanted player casts a spell with the chosen name, you may sacrifice Curse of Silence. If you do, draw a card.
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Curse of Stalked Prey
( 2)
Enchantment — Aura Curse
Enchant player Whenever a creature deals combat damage to enchanted player, put a +1/+1 counter on that creature.
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Curse of Surveillance
( 5)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player.
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Curse of the Bloody Tome
( 3)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player mills two cards.
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Curse of the Fire Penguin
( 6)
Enchantment — Aura
Enchant creature Curse of the Fire Penguin consumes and confuses enchanted creature.
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Curse of the Forsaken
( 3)
Enchantment — Aura Curse
Enchant player Whenever a creature attacks enchanted player, its controller gains 1 life.
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Curse of the Nightly Hunt
( 3)
Enchantment — Aura Curse
Enchant player Creatures enchanted player controls attack each combat if able.
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Curse of the Pierced Heart
( 2)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, Curse of the Pierced Heart deals 1 damage to that player or a planeswalker that player controls.
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Curse of the Restless Dead
( 3)
Enchantment — Aura Curse
Enchant player Whenever a land enters the battlefield under enchanted player's control, you create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
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Curse of Thirst
( 5)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, Curse of Thirst deals damage to that player equal to the number of Curses attached to them.
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Curse of Unbinding
( 7)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player reveals cards from the top of their library until they reveal a creature card. Put that card onto the battlefield under your control. That player puts the rest of the revealed cards into their graveyard.
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Curse of Vengeance
( 1)
Enchantment — Aura Curse
Enchant player Whenever enchanted player casts a spell, put a spite counter on Curse of Vengeance. When enchanted player loses the game, you gain X life and draw X cards, where X is the number of spite counters on Curse of Vengeance.
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Curse of Verbosity
( 3)
Enchantment — Aura Curse
Enchant player Whenever enchanted player is attacked, you draw a card. Each opponent attacking that player does the same.
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Curse of Vitality
( 3)
Enchantment — Aura Curse
Enchant player Whenever enchanted player is attacked, you gain 2 life. Each opponent attacking that player does the same.
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Curse of Wizardry
( 4)
Enchantment
As Curse of Wizardry enters the battlefield, choose a color. Whenever a player casts a spell of the chosen color, that player loses 1 life.
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Cursed Flesh
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -1/-1 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
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Cursed Land
( 4)
Enchantment — Aura
Enchant land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player.
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Custody Battle
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your upkeep, target opponent gains control of this creature unless you sacrifice a land."
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Customs Depot
( 2)
Enchantment
Whenever you cast a creature spell, you may pay . If you do, draw a card, then discard a card.
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Cycle of Life
( 3)
Enchantment
Return Cycle of Life to its owner's hand: Target creature you cast this turn has base power and toughness 0/1 until your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature.
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Cyclone
( 4)
Enchantment
At the beginning of your upkeep, put a wind counter on Cyclone, then sacrifice Cyclone unless you pay for each wind counter on it. If you pay, Cyclone deals damage equal to the number of wind counters on it to each creature and each player.
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Daily Regimen
( 1)
Enchantment — Aura
Enchant creature : Put a +1/+1 counter on enchanted creature.
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Dampening Pulse
( 4)
Enchantment
Creatures your opponents control get -1/-0.
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Damping Field
( 3)
Enchantment
Players can't untap more than one artifact during their untap steps.
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Dance of Many
( 2)
Enchantment
When Dance of Many enters the battlefield, create a token that's a copy of target nontoken creature. When Dance of Many leaves the battlefield, exile the token. When the token leaves the battlefield, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay .
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Dance of the Dead
( 2)
Enchantment — Aura
Enchant creature card in a graveyard When Dance of the Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Dance of the Dead." Put enchanted creature card onto the battlefield tapped under your control and attach Dance of the Dead to it. When Dance of the Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
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Daring Piracy
( 3)
Enchantment
At the beginning of combat on your turn, create a 1/1 red Pirate creature token with menace and haste. Exile it at the beginning of the next end step.
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Dark Favor
( 2)
Enchantment — Aura
Enchant creature When Dark Favor enters the battlefield, you lose 1 life. Enchanted creature gets +3/+1.
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Dark Privilege
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature.
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Dark Prophecy
( 3)
Enchantment
Whenever a creature you control dies, you draw a card and you lose 1 life.
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Dark Suspicions
( 4)
Enchantment
At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand.
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Dark Tutelage
( 3)
Enchantment
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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Darksteel Mutation
( 2)
Enchantment — Aura
Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
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Dauthi Embrace
( 3)
Enchantment
: Target creature gains shadow until end of turn. <I>(It can block or be blocked by only creatures with shadow.)</I>
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Dawn Evangel
( 3)
Enchantment Creature — Human Cleric
(2/3)
Whenever a creature dies, if an Aura you controlled was attached to it, return target creature card with mana value 2 or less from your graveyard to your hand.
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Dawn of a New Age
( 2)
Enchantment
Dawn of a New Age enters the battlefield with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from Dawn of a New Age. If you do, draw a card. Then if Dawn of a New Age has no hope counters on it, sacrifice it and you gain 4 life.
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Dawn of Hope
( 2)
Enchantment
Whenever you gain life, you may pay . If you do, draw a card. : Create a 1/1 white Soldier creature token with lifelink.
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Dawn of the Dead
( 5)
Enchantment
At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from 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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Dawn's Reflection
( 4)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
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Daxos, Blessed by the Sun
( 2)
Legendary Enchantment Creature — Demigod
(2/*)
Daxos's toughness is equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.) Whenever another creature you control enters the battlefield or dies, you gain 1 life.
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Daxos's Torment
( 4)
Enchantment
Constellation — Whenever Daxos's Torment or another enchantment enters the battlefield under your control, Daxos's Torment becomes a 5/5 Demon creature with flying and haste in addition to its other types until end of turn.
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Day of Destiny
( 4)
Legendary Enchantment
Legendary creatures you control get +2/+2.
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Day of the Dragons
( 7)
Enchantment
When Day of the Dragons enters the battlefield, exile all creatures you control. Then create that many 5/5 red Dragon creature tokens with flying. When Day of the Dragons leaves the battlefield, sacrifice all Dragons you control. Then return the exiled cards to the battlefield under your control.
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Day of the Moon
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Choose a creature card name, then goad all creatures with a name chosen for Day of the Moon. (Until your next turn, they attack each combat if able and attack a player other than you if able.)
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