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Clamavus
( 5)
Creature — Human Tyranid Artificer
(3/3)
Proclamator Hailer — Each creature you control gets +1/+1 for each +1/+1 counter on it.
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Clamor Shaman
( 3)
Creature — Goblin Shaman
(1/1)
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Whenever Clamor Shaman attacks, target creature an opponent controls can't block this turn.
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Clever Lumimancer
( 1)
Creature — Human Wizard
(0/1)
Magecraft — Whenever you cast or copy an instant or sorcery spell, Clever Lumimancer gets +2/+2 until end of turn.
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Clinquant Skymage
( 4)
Creature — Bird Wizard
(1/1)
Flying Whenever you draw a card, put a +1/+1 counter on this creature.
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Collateral Damage
( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Collateral Damage deals 3 damage to any target.
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Collective Nightmare
( 3)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Target creature gets -3/-3 until end of turn.
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Colossal Dreadmask
( 6)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +6/+6 and has trample. Equip
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Colossal Dreadmaw
( 6)
Creature — Dinosaur
(6/6)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Colossal Majesty
( 3)
Enchantment
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
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Coma Veil
( 5)
Enchantment — Aura
Enchant artifact or creature Enchanted permanent doesn't untap during its controller's untap step.
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Command Beacon
( 0)
Land
: Add . , Sacrifice Command Beacon: Put your commander into your hand from the command zone.
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Command of Unsummoning
( 3)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Return one or two target attacking creatures to their owner's hand.
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Command Performance
( 2)
Sorcery
Choose two — • Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) • Roll to visit your Attractions. • You get . • You may put a sticker on a nonland permanent you own.
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Command the Chaff (playtest)
( 6)
Instant
Look at target opponent's sideboard. You may cast a card from that sideboard without paying its mana cost. Exile CARDNAME.
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Command the Dreadhorde
( 6)
Sorcery
Choose any number of target creature and/or planeswalker cards in graveyards. Command the Dreadhorde deals damage to you equal to the total mana value of those cards. Put them onto the battlefield under your control.
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Command Tower
( 0)
Land
: Add one mana of any color in your commander's color identity.
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Commandeer
( 7)
Instant
You may exile two blue cards from your hand rather than pay this spell's mana cost. Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters under your control.)
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Commander Eesha
( 4)
Legendary Creature — Bird Soldier
(2/4)
Flying, protection from creatures
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Commander Greven il-Vec
( 6)
Legendary Creature — Phyrexian Human Warrior
(7/5)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When Commander Greven il-Vec enters, sacrifice a creature.
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Commander Liara Portyr
( 5)
Legendary Creature — Human Soldier
(5/3)
Whenever you attack, spells you cast from exile this turn cost less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.
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Commander Mustard
( 5)
Legendary Creature — Human Soldier
(5/5)
Vigilance Other Soldiers you control have vigilance, trample, and haste. : Until end of turn, Soldiers you control gain "Whenever this creature attacks, it deals 1 damage to defending player."
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Commander Sofia Daguerre
( 4)
Legendary Creature — Human Pilot
(1/3)
Flash Crash Landing — When Commander Sofia Daguerre enters, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with ", Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
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Commander's Authority
( 5)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
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Commander's Insight
( 3)
Instant
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
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Commander's Insignia
( 4)
Enchantment
Creatures you control get +1/+1 for each time you've cast your commander from the command zone this game.
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Commander's Plate
( 1)
Artifact — Equipment
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity. Equip commander Equip
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Commander's Sphere
( 3)
Artifact
: Add one mana of any color in your commander's color identity. Sacrifice Commander's Sphere: Draw a card.
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Commanding Presence
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token."
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Commando Raid
( 3)
Instant
Until end of turn, target creature you control gains "When this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls."
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Company Commander
( 4)
Creature — Human Soldier
(2/4)
Command Section — When Company Commander enters, create a number of 1/1 white Soldier creature tokens equal to the number of opponents you have. Bring it Down — Whenever Company Commander attacks, creatures you control gain deathtouch until end of turn.
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Complex Automaton
( 4)
Artifact Creature — Golem
(4/4)
At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand.
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Conductive Machete
( 4)
Artifact — Equipment
When Conductive Machete enters, manifest dread, then attach Conductive Machete to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Equipped creature gets +2/+1. Equip
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Conjurer's Mantle
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and has vigilance. Whenever equipped creature attacks, look at the top six cards of your library. You may reveal a card that shares a creature type with that creature from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Equip
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Conquering Manticore
( 6)
Creature — Manticore
(5/5)
Flying When Conquering Manticore enters, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
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Control Magic
( 4)
Enchantment — Aura
Enchant creature You control enchanted creature.
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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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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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Coruscation Mage
( 2)
Creature — Otter Wizard
(2/2)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
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Cosima, God of the Voyage
( 3)
Legendary Creature — God
(2/4)
At the beginning of your upkeep, you may exile Cosima. If you do, it gains "Whenever a land you control enters, if Cosima is exiled, you may put a voyage counter on it. If you don't, return Cosima to the battlefield with X +1/+1 counters on it and draw X cards, where X is the number of voyage counters on it."
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Countermand
( 4)
Instant
Counter target spell. Its controller mills four cards.
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Crafty Pathmage
( 3)
Creature — Human Wizard
(1/1)
: Target creature with power 2 or less can't be blocked this turn.
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Cragganwick Cremator
( 4)
Creature — Giant Shaman
(5/4)
When Cragganwick Cremator enters, discard a card at random. If you discard a creature card this way, Cragganwick Cremator deals damage equal to that card's power to target player or planeswalker.
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Cragsmasher Yeti
( 6)
Creature — Yeti
(4/2)
Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.) Backup 2 (When this creature enters, put two +1/+1 counters on target creature. If that's another creature, it gains the following ability until end of turn.) Trample
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Cramped Vents // Access Maze (Cramped Vents)
( 4)
Enchantment — Room
When you unlock this door, this Room deals 6 damage to target creature an opponent controls. You gain life equal to the excess damage dealt this way. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Cremate
( 1)
Instant
Exile target card from a graveyard. Draw a card.
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Crested Sunmare
( 5)
Creature — Horse
(5/5)
Other Horses you control have indestructible. At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token.
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Crimson Mage
( 2)
Creature — Human Shaman
(2/1)
: Target creature you control gains haste until end of turn. (It can attack and this turn.)
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Crimson Manticore
( 4)
Creature — Manticore
(2/2)
Flying , : Crimson Manticore deals 1 damage to target attacking or blocking creature.
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Crossway Troublemakers
( 6)
Creature — Vampire
(5/5)
Attacking Vampires you control have deathtouch and lifelink. (Any amount of damage they deal to a creature is enough to destroy it. Damage dealt by those creatures also causes their controller to gain that much life.) Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
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Cryptic Command
( 4)
Instant
Choose two — • Counter target spell. • Return target permanent to its owner's hand. • Tap all creatures your opponents control. • Draw a card.
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Culling Mark
( 3)
Sorcery
Target creature blocks this turn if able.
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Cunning Lethemancer
( 3)
Creature — Human Wizard
(2/2)
At the beginning of your upkeep, each player discards a card.
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Cunning Sparkmage
( 3)
Creature — Human Shaman
(0/1)
Haste : Cunning Sparkmage deals 1 damage to any target.
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Curse of Marit Lage
( 5)
Enchantment
When Curse of Marit Lage enters, tap all Islands. Islands don't untap during their controllers' untap steps.
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Cutthroat Maneuver
( 4)
Instant
Up to two target creatures each get +1/+1 and gain lifelink until end of turn.
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Cyberman Patrol
( 2)
Artifact Creature — Cyberman
(2/2)
Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.)
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Cybermat
( 2)
Artifact Creature — Robot
(2/1)
Skulk (This creature can't be blocked by creatures with greater power.) Whenever Cybermat attacks and isn't blocked, it gets +X/+0 until end of turn, where X is the number of attacking artifact creatures.
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Cyclops Electromancer
( 5)
Creature — Cyclops Wizard
(4/2)
When Cyclops Electromancer enters, it deals X damage to target creature an opponent controls, where X is the number of instant and sorcery cards in your graveyard.
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Cytoplast Manipulator
( 4)
Creature — Human Wizard Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) , : Gain control of target creature with a +1/+1 counter on it for as long as Cytoplast Manipulator remains on the battlefield.
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Daggermaw Megalodon
( 6)
Creature — Shark
(5/7)
Vigilance Islandcycling (, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
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Daghatar the Adamant
( 4)
Legendary Creature — Human Warrior
(0/0)
Vigilance Daghatar the Adamant enters with four +1/+1 counters on it. : Move a +1/+1 counter from target creature onto a second target creature.
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Damping Matrix
( 3)
Artifact
Activated abilities of artifacts and creatures can't be activated unless they're mana abilities.
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Dance of Many
( 2)
Enchantment
When Dance of Many enters, 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 Manse
( 2)
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
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Danse Macabre
( 5)
Sorcery
Each player sacrifices a nontoken creature of their choice. Roll a d20 and add the toughness of the creature you sacrificed this way. 1–14 | Return a creature card put into a graveyard this way to the battlefield under your control. 15+ | Return up to two creature cards put into graveyards this way to the battlefield under your control.
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Dapper Shieldmate
( 4)
Creature — Human Soldier
(2/2)
Dapper Shieldmate enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) During your turn, Dapper Shieldmate gets +2/+0.
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Dark Intimations
( 5)
Sorcery
Each opponent sacrifices a creature or planeswalker of their choice, then discards a card. You return a creature or planeswalker card from your graveyard to your hand, then draw a card. When you cast a Bolas planeswalker spell, exile Dark Intimations from your graveyard. That planeswalker enters with an additional loyalty counter on it.
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Dark Maze
( 5)
Creature — Wall
(4/5)
Defender (This creature can't attack.) : Dark Maze can attack this turn as though it didn't have defender. Exile it at the beginning of the next end step.
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Darling of the Masses
( 4)
Creature — Elf Citizen
(2/4)
Other Citizens you control get +1/+0. Whenever Darling of the Masses attacks, create a 1/1 green and white Citizen creature token.
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Dauntless Dismantler
( 2)
Creature — Human Artificer
(1/4)
Artifacts your opponents control enter tapped. , Sacrifice Dauntless Dismantler: Destroy each artifact with mana value X.
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Dauntless River Marshal
( 2)
Creature — Human Soldier
(2/1)
Dauntless River Marshal gets +1/+1 as long as you control an Island. : Tap target creature.
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Dauthi Marauder
( 3)
Creature — Dauthi Minion
(3/1)
Shadow (This creature can block or be blocked by only creatures with shadow.)
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Davriel, Rogue Shadowmage
( 3)
Legendary Planeswalker — Davriel
(3)
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, Davriel, Rogue Shadowmage deals 2 damage to them. −1: Target player discards a card.
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Dawnwing Marshal
( 2)
Creature — Cat Soldier
(2/2)
Flying : Creatures you control get +1/+1 until end of turn.
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Daysquad Marshal
( 4)
Creature — Human Soldier
(3/3)
When Daysquad Marshal enters, create a 1/1 white Human Soldier creature token.
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Dead Man's Chest
( 2)
Enchantment — Aura
Enchant creature an opponent controls When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
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Deadbridge Shaman
( 3)
Creature — Elf Shaman
(3/1)
When Deadbridge Shaman dies, target opponent discards a card.
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Deadeye Quartermaster
( 4)
Creature — Human Pirate
(2/2)
When Deadeye Quartermaster enters, you may search your library for an Equipment or Vehicle card, reveal it, put it into your hand, then shuffle.
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Deal Damage
( 4)
Instant
Deal Damage deals 4 damage to any target. Gotcha — If an opponent says "deal" or "damage," you may say "Gotcha" When you do, return Deal Damage from your graveyard to your hand.
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Death Match
( 4)
Enchantment
Whenever a creature enters, that creature's controller may have target creature of their choice get -3/-3 until end of turn.
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Deathcap Marionette
( 2)
Creature — Fungus
(1/1)
Deathtouch When Deathcap Marionette enters, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
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Deathforge Shaman
( 5)
Creature — Ogre Shaman
(4/3)
Multikicker (You may pay an additional any number of times as you cast this spell.) When Deathforge Shaman enters, it deals damage to target player or planeswalker equal to twice the number of times it was kicked.
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Fell Horseman (Deathly Ride)
( 2)
Sorcery — Adventure
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
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Deathmark
( 1)
Sorcery
Destroy target green or white creature.
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