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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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Cao Cao, Lord of Wei
( 5)
Legendary Creature — Human Soldier
(3/3)
: Target opponent discards two cards. Activate only during your turn, before attackers are declared.
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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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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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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 of Umbar
( 3)
Creature — Human Pirate
(2/3)
, : Draw a card, then discard a card.
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Captive Flame
( 3)
Enchantment
: Target creature gets +1/+0 until end of turn.
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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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Carefree Swinemaster
( 3)
Creature — Gnome Ranger
(1/4)
Whenever Carefree Swinemaster attacks, you may pay . If you do, create a 2/2 green Boar creature token that's tapped and attacking.
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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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Caress of Phyrexia
( 5)
Sorcery
Target player draws three cards, loses 3 life, and gets three poison counters.
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Carnifex Demon
( 6)
Creature — Phyrexian 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 of Souls
( 2)
Enchantment
Whenever a creature enters the battlefield, you lose 1 life and add .
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Carpet of Flowers
( 1)
Enchantment
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
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Carrion Feeder
( 1)
Creature — Zombie
(1/1)
Carrion Feeder can't block. Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder.
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Cartouche of Ambition
( 3)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Ambition enters the battlefield, you may put a -1/-1 counter on target creature. Enchanted creature gets +1/+1 and has lifelink.
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Cartouche of Knowledge
( 2)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Knowledge enters the battlefield, draw a card. Enchanted creature gets +1/+1 and has flying.
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Cartouche of Solidarity
( 1)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Solidarity enters the battlefield, create a 1/1 white Warrior creature token with vigilance. Enchanted creature gets +1/+1 and has first strike.
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Cartouche of Strength
( 3)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Strength enters the battlefield, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.
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Cartouche of Zeal
( 1)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Zeal enters the battlefield, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.
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Case File Auditor
( 3)
Creature — Human Detective
(1/4)
When Case File Auditor enters the battlefield and whenever you solve a Case, look at the top six cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. You may spend mana as though it were mana of any color to cast Case spells.
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Case of the Burning Masks
( 3)
Enchantment — Case
When this Case enters the battlefield, it deals 3 damage to target creature an opponent controls. To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
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Case of the Crimson Pulse
( 3)
Enchantment — Case
When this Case enters the battlefield, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
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Case of the Filched Falcon
( 1)
Enchantment — Case
When this Case enters the battlefield, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") To solve — You control three or more artifacts. (If unsolved, solve at the beginning of your end step.) Solved — , Sacrifice this Case: Put four +1/+1 counters on target noncreature artifact. It becomes a 0/0 Bird creature with flying in addition to its other types.
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Case of the Gateway Express
( 2)
Enchantment — Case
When this Case enters the battlefield, choose target creature you don't control. Each creature you control deals 1 damage to that creature. To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.) Solved — Creatures you control get +1/+0.
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Case of the Gorgon's Kiss
( 1)
Enchantment — Case
When this Case enters the battlefield, destroy up to one target creature that was dealt damage this turn. To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.) Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.
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Case of the Locked Hothouse
( 4)
Enchantment — Case
You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
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Case of the Pilfered Proof
( 2)
Enchantment — Case
Whenever a Detective enters the battlefield under your control and whenever a Detective you control is turned face up, put a +1/+1 counter on it. To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.) Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Case of the Ransacked Lab
( 3)
Enchantment — Case
Instant and sorcery spells you cast cost less to cast. To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast an instant or sorcery spell, draw a card.
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Case of the Shattered Pact
( 2)
Enchantment — Case
When this Case enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
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Case of the Shifting Visage
( 3)
Enchantment — Case
At the beginning of your upkeep, surveil 1. To solve — There are fifteen or more cards in your graveyard. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast a nonlegendary creature spell, copy that spell. (The copy becomes a token.)
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Case of the Stashed Skeleton
( 2)
Enchantment — Case
When this Case enters the battlefield, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.) To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.) Solved — , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
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Case of the Trampled Garden
( 3)
Enchantment — Case
When this Case enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
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Case of the Uneaten Feast
( 1)
Enchantment — Case
Whenever a creature enters the battlefield under your control, you gain 1 life. To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
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Cass, Hand of Vengeance
( 4)
Legendary Creature — Human Ranger
(4/3)
Vigilance Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
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Cast into the Fire
( 2)
Instant
Choose one — • Cast into the Fire deals 1 damage to each of up to two target creatures. • Exile target artifact.
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Realm-Cloaked Giant (Cast Off)
( 5)
Sorcery — Adventure
Destroy all non-Giant creatures. (Then exile this card. You may cast the creature later from exile.)
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Casting of Bones
( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, draw three cards, then discard one of them.
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Casualties of War
( 6)
Sorcery
Choose one or more — • Destroy target artifact. • Destroy target creature. • Destroy target enchantment. • Destroy target land. • Destroy target planeswalker.
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Catacomb Sifter
( 3)
Creature — Eldrazi Drone
(2/3)
Devoid (This card has no color.) When Catacomb Sifter enters the battlefield, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this creature: Add ." Whenever another creature you control dies, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Catapult Fodder
( 3)
Creature — Zombie
(1/5)
At the beginning of combat on your turn, if you control three or more creatures that each have toughness greater than their power, transform Catapult Fodder.
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Cateran Enforcer
( 5)
Creature — Horror Mercenary
(4/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) , : Search your library for a Mercenary permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
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Cathedral of Serra
( 0)
Land
White legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide 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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Cathedral of War
( 0)
Land
Cathedral of War enters the battlefield tapped. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) : Add .
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Cathedral Sanctifier
( 1)
Creature — Human Cleric
(1/1)
When Cathedral Sanctifier enters the battlefield, you gain 3 life.
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Catti-brie of Mithral Hall
( 2)
Legendary Creature — Human Archer
(2/2)
First strike, reach Whenever Catti-brie of Mithral Hall attacks, put a +1/+1 counter on it for each Equipment attached to it. , Remove all +1/+1 counters from Catti-brie: It deals X damage to target attacking or blocking creature an opponent controls, where X is the number of counters removed this way.
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Caught in the Crossfire
( 2)
Instant
Spree (Choose one or more additional costs.) + — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) + — Caught in the Crossfire deals 2 damage to each non-outlaw creature.
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Cauldron Familiar
( 1)
Creature — Cat
(1/1)
When Cauldron Familiar enters the battlefield, each opponent loses 1 life and you gain 1 life. Sacrifice a Food: Return Cauldron Familiar from your graveyard to the battlefield.
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Cauldron of Souls
( 5)
Artifact
: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Cauldron's Gift
( 5)
Sorcery
Adamant — If at least three black mana was spent to cast this spell, mill four cards. You may choose a creature card in your graveyard. If you do, return it to the battlefield with an additional +1/+1 counter on it.
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Cavalcade of Calamity
( 2)
Enchantment
Whenever a creature you control with power 1 or less attacks, Cavalcade of Calamity deals 1 damage to the player or planeswalker that creature is attacking.
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Cavalier of Dawn
( 5)
Creature — Elemental Knight
(4/6)
Vigilance When Cavalier of Dawn enters the battlefield, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token. When Cavalier of Dawn dies, return target artifact or enchantment card from your graveyard to your hand.
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Cavalier of Flame
( 5)
Creature — Elemental Knight
(6/5)
: Creatures you control get +1/+0 and gain haste until end of turn. When Cavalier of Flame enters the battlefield, discard any number of cards, then draw that many cards. When Cavalier of Flame dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
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Cavalier of Gales
( 5)
Creature — Elemental Knight
(5/5)
Flying When Cavalier of Gales enters the battlefield, draw three cards, then put two cards from your hand on top of your library in any order. When Cavalier of Gales dies, shuffle it into its owner's library, then scry 2.
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Cavalier of Night
( 5)
Creature — Elemental Knight
(4/5)
Lifelink When Cavalier of Night enters the battlefield, you may sacrifice another creature. When you do, destroy target creature an opponent controls. When Cavalier of Night dies, return target creature card with mana value 3 or less from your graveyard to the battlefield.
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Cavalier of Thorns
( 5)
Creature — Elemental Knight
(5/6)
Reach When Cavalier of Thorns enters the battlefield, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard. When Cavalier of Thorns dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
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Cave of the Frost Dragon
( 0)
Land
If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped. : Add . : Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
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Cavern of Souls
( 0)
Land
As Cavern of Souls enters the battlefield, choose a creature type. : Add . : Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
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Caverns of Despair
( 4)
World Enchantment
No more than two creatures can attack each combat. No more than two creatures can block each combat.
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Caves of Chaos Adventurer
( 4)
Creature — Human Barbarian
(5/3)
Trample When Caves of Chaos Adventurer enters the battlefield, you take the initiative. Whenever Caves of Chaos Adventurer attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
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Cease-Fire
( 3)
Instant
Target player can't cast creature spells this turn. Draw a card.
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Celebrity Fencer
( 4)
Creature — Elf Druid
(3/2)
Alliance — Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Celebrity Fencer.
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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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Celestus Sanctifier
( 3)
Creature — Human Cleric
(3/2)
If it's neither day nor night, it becomes day as Celestus Sanctifier enters the battlefield. Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard.
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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 of Attention
( 5)
Creature — Centaur Performer
(3/3)
When Centaur of Attention enters the battlefield, roll five six-sided dice and store those results on it. At the beginning of combat on your turn, you may reroll any number of Centaur of Attention's stored results. Centaur of Attention gets +X/+X, where X is the greatest number of stored results on it of the same value.
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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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Centrifuge (Centrifuge (a))
( 0)
Artifact — Attraction
Visit — Each player draws a card from the library of the player to their right. You create three Treasure tokens. Lights — 3, 6
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Centrifuge (Centrifuge (b))
( 0)
Artifact — Attraction
Visit — Each player draws a card from the library of the player to their right. You create three Treasure tokens. Lights — 4, 6
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Cephalid Facetaker
( 3)
Creature — Cephalid Rogue
(1/4)
Cephalid Facetaker can't be blocked. At the beginning of combat on your turn, you may have Cephalid Facetaker become a copy of another target creature until end of turn, except it's 1/4 and has "This creature can't be blocked."
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Cerebral Confiscation
( 3)
Sorcery
Choose one — • Target opponent discards two cards. • Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
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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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Chainflail Centipede
( 3)
Artifact Creature — Equipment Insect
(2/2)
Whenever Chainflail Centipede or equipped creature attacks, it gets +2/+0 until end of turn. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Chains of Custody
( 3)
Enchantment — Aura
Enchant creature you control When Chains of Custody enters the battlefield, exile target nonland permanent an opponent controls until Chains of Custody leaves the battlefield. Enchanted creature has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Chains of Mephistopheles
( 2)
Enchantment
If a player would draw a card except the first one they draw in each of their draw steps, 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 mill a card.
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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 mana value 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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Champion of Arashin
( 4)
Creature — Dog 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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