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Cabaretti Courtyard
( 0)
Land
When this land enters, sacrifice it. When you do, search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
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Common Courtesy
   ( 4)
Enchantment
Whenever a player casts a spell without asking your permission while casting it, counter that spell. When a player asks you permission to cast a spell and you refuse, counter that spell and sacrifice this enchantment.
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Concealed Courtyard
( 0)
Land
This land enters tapped unless you control two or fewer other lands. : Add or .
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Corrupt Court Official
  ( 2)
Creature — Human Advisor
(1/1)
When this creature enters, target opponent discards a card.
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Court Archers
  ( 3)
Creature — Human Archer
(1/3)
Reach (This creature can block creatures with flying.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Court Cleric
 ( 1)
Creature — Human Cleric
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) This creature gets +1/+1 as long as you control an Ajani planeswalker.
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Court Homunculus
 ( 1)
Artifact Creature — Homunculus
(1/1)
This creature gets +1/+1 as long as you control another artifact.
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Court Hussar
  ( 3)
Creature — Vedalken Knight
(1/3)
Vigilance When this creature enters, look at the top three cards of your library, then put one of them into your hand and the rest on the bottom of your library in any order. When this creature enters, sacrifice it unless was spent to cast it.
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Court of Ambition
   ( 4)
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, each opponent loses 3 life unless they discard a card. If you're the monarch, instead each opponent loses 6 life unless they discard two cards.
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Court of Ardenvale
   ( 4)
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
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Court of Bounty
   ( 4)
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.
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Court of Cunning
   ( 3)
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
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Court of Embereth
   ( 4)
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, create a 3/1 red Knight creature token. Then if you're the monarch, this enchantment deals X damage to each opponent, where X is the number of creatures you control.
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Court of Garenbrig
   ( 3)
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, distribute two +1/+1 counters among up to two target creatures. Then if you're the monarch, double the number of +1/+1 counters on each creature you control.
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Court of Grace
   ( 4)
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
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Court of Ire
   ( 5)
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, this enchantment deals 2 damage to any target. If you're the monarch, it deals 7 damage instead.
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Court of Locthwain
   ( 4)
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, exile the top card of target opponent's library. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. If you're the monarch, until end of turn, you may cast a spell from among cards exiled with this enchantment without paying its mana cost.
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Court of Vantress
   ( 4)
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have this enchantment become a copy of it, except it has this ability.
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Court Street Denizen
  ( 3)
Creature — Human Soldier
(2/2)
Whenever another white creature you control enters, tap target creature an opponent controls.
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Courtly Provocateur
  ( 3)
Creature — Human Wizard
(1/1)
: Target creature attacks this turn if able.
: Target creature blocks this turn if able.
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Cursed Courtier
  ( 3)
Creature — Human Noble
(3/3)
Lifelink When this creature enters, create a Cursed Role token attached to it. (Enchanted creature is 1/1.)
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Discourtesy Clerk
  ( 4)
Creature — Vampire Employee
(3/2)
When this creature enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) At the beginning of your end step, if you control three or more Attractions, you draw a card and you lose 1 life.
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Disorder in the Court
   ( 2)
Instant
Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Ellivere of the Wild Court
   ( 4)
Legendary Creature — Human Knight
(4/4)
Whenever Ellivere enters or attacks, create a Virtuous Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 for each enchantment you control.) Whenever an enchanted creature you control deals combat damage to a player, draw a card.
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Into the Fae Court
   ( 5)
Sorcery
Draw three cards. Create a 1/1 blue Faerie creature token with flying and "This token can block only creatures with flying."
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Secluded Courtyard
( 0)
Land
As this land enters, choose a creature type. : Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
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