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Cloudstone Curio
( 3)
Artifact
Whenever a nonartifact permanent you control enters, you may return another permanent you control that shares a permanent type with it to its owner's hand.
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Coalition Flag
( 1)
Enchantment — Aura
Enchant creature you control Enchanted creature is a Flagbearer. While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
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Coalition Honor Guard
( 4)
Creature — Human Flagbearer
(2/4)
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
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Coalition Relic
( 3)
Artifact
: Add one mana of any color. : Put a charge counter on Coalition Relic. At the beginning of your first main phase, remove all charge counters from Coalition Relic. Add one mana of any color for each charge counter removed this way.
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Coalition Skyknight
( 4)
Creature — Human Knight
(2/2)
Flying Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
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Coalition Warbrute
( 4)
Creature — Minotaur Berserker
(3/4)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Trample
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Cocoon
( 1)
Enchantment — Aura
Enchant creature you control When Cocoon enters, tap enchanted creature and put three pupa counters on Cocoon. Enchanted creature doesn't untap during your untap step if Cocoon has a pupa counter on it. At the beginning of your upkeep, remove a pupa counter from Cocoon. If you can't, sacrifice it, put a +1/+1 counter on enchanted creature, and that creature gains flying.
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Code of Constraint
( 3)
Instant
Target creature gets -4/-0 until end of turn. Draw a card. Addendum — If you cast this spell during your main phase, tap that creature and it doesn't untap during its controller's next untap step.
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Coerced Confession
( 5)
Sorcery
Target player mills four cards. You draw a card for each creature card put into their graveyard this way.
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Coercion
( 3)
Sorcery
Target opponent reveals their hand. You choose a card from it. That player discards that card.
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Collected Conjuring
( 4)
Sorcery
Exile the top six cards of your library. You may cast up to two sorcery spells with mana value 3 or less from among them without paying their mana costs. Put the exiled cards not cast this way on the bottom of your library in a random order.
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Collision of Realms
( 7)
Sorcery
Each player shuffles all creatures they own into their library. Each player who shuffled a nontoken creature into their library this way reveals cards from the top of their library until they reveal a creature card, then puts that card onto the battlefield and the rest on the bottom of their library in a random order.
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Colonel Autumn
( 3)
Legendary Creature — Human Soldier
(2/3)
Lifelink Exploit (When this creature enters, you may sacrifice a creature.) Other legendary creatures you control have exploit. Whenever a creature you control exploits a creature, put a +1/+1 counter on each creature you control.
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Colossification
( 7)
Enchantment — Aura
Enchant creature When Colossification enters, tap enchanted creature. Enchanted creature gets +20/+20.
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Come Back Wrong
( 3)
Sorcery
Destroy target creature. If a creature card is put into a graveyard this way, return it to the battlefield under your control. Sacrifice it at the beginning of your next end step.
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Coming Attraction
( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
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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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Common Black Removal (playtest)
( 4)
Instant
Choose one. Destroy target creature, then — • Create a Food token. • Create a Treasure token. • Put a menace counter on a creature you control. • That creature's controller mills cards equal to its power.
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Common Bond
( 3)
Instant
Put a +1/+1 counter on target creature. Put a +1/+1 counter on target creature.
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Common Cause
( 3)
Enchantment
Nonartifact creatures get +2/+2 as long as they all share a color.
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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 Common Courtesy.
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Common Iguana
( 2)
Host Creature — Lizard
(1/3)
When this creature enters, you may discard a card. If you do, draw a card.
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Companion of the Trials
( 3)
Creature — Bird Soldier
(2/2)
Flying : Untap target creature. Activate only if you control a Gideon planeswalker.
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Compleat Devotion
( 2)
Instant
Target creature you control gets +2/+2 until end of turn. If that creature has toxic, draw a card.
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Compleated Conjurer
( 0)
Creature — Phyrexian Weird
(3/3)
When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.
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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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Component Collector
( 3)
Creature — Homunculus
(1/4)
If it's neither day nor night, it becomes day as Component Collector enters. Whenever day becomes night or night becomes day, you may tap or untap target nonland permanent.
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Component Pouch
( 3)
Artifact
, Remove a component counter from Component Pouch: Add two mana of different colors. : Roll a d20. 1–9 | Put a component counter on Component Pouch. 10–20 | Put two component counters on Component Pouch.
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Concealed Courtyard
( 0)
Land
Concealed Courtyard enters tapped unless you control two or fewer other lands. : Add or .
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Concealed Weapon
( 2)
Artifact — Equipment
Equipped creature gets +3/+0. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When Concealed Weapon is turned face up, attach it to target creature you control. Equip
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Concealing Curtains
( 1)
Creature — Wall
(0/4)
Defender : Transform Concealing Curtains. Activate only as a sorcery.
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Conceited Witch
( 3)
Creature — Human Warlock
(2/3)
Menace (This creature can't be blocked except by two or more creatures.)
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Concerted Defense
( 1)
Instant
Counter target noncreature spell unless its controller pays plus an additional for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Concerted Effort
( 4)
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
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Conch Horn
( 2)
Artifact
, , Sacrifice Conch Horn: Draw two cards, then put a card from your hand on top of your library.
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Conclave Cavalier
( 4)
Creature — Centaur Knight
(4/4)
Vigilance When Conclave Cavalier dies, create two 2/2 green and white Elf Knight creature tokens with vigilance.
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Conclave Equenaut
( 6)
Creature — Human Soldier
(3/3)
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.) Flying
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Conclave Evangelist
( 5)
Creature — Elephant Cleric
(4/4)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Whenever Conclave Evangelist deals combat damage to a player, create a token that's a copy of Conclave Evangelist.
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Conclave Mentor
( 2)
Creature — Centaur Cleric
(2/2)
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on that creature instead. When Conclave Mentor dies, you gain life equal to its power.
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Conclave Naturalists
( 5)
Creature — Dryad
(4/4)
When Conclave Naturalists enters, you may destroy target artifact or enchantment.
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Conclave Phalanx
( 5)
Creature — Human Soldier
(2/4)
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.) When Conclave Phalanx enters, you gain 1 life for each creature you control.
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Conclave Sledge-Captain
( 6)
Creature — Elephant Soldier
(4/4)
Backup 1, backup 1, backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn. Each backup ability triggers separately.) Trample Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
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Conclave Tribunal
( 4)
Enchantment
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.) When Conclave Tribunal enters, exile target nonland permanent an opponent controls until Conclave Tribunal leaves the battlefield.
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Conclave's Blessing
( 4)
Enchantment — Aura
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.) Enchant creature Enchanted creature gets +0/+2 for each other creature you control.
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Concord with the Kami
( 4)
Enchantment
At the beginning of your end step, choose one or more — • Put a +1/+1 counter on target creature with a counter on it. • Draw a card if you control an enchanted creature. • Create a 1/1 colorless Spirit creature token if you control an equipped creature.
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Concussive Bolt
( 5)
Sorcery
Concussive Bolt deals 4 damage to target player or planeswalker. Metalcraft — If you control three or more artifacts, creatures controlled by that player or by that planeswalker's controller can't block this turn.
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Condemn
( 1)
Instant
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
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Condescend
( 1)
Instant
Counter target spell unless its controller pays . Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Conduct Electricity
( 5)
Instant
Conduct Electricity deals 6 damage to target creature and 2 damage to up to one target creature token.
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Conductive Current
( 3)
Sorcery
Conductive Current deals 3 damage to each creature. Choose an instant or sorcery card in your hand. It perpetually gains "If this spell would deal noncombat damage to a permanent or player, it deals that much damage plus 2 instead."
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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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Conductor of Cacophony
( 4)
Creature — Demon
(2/1)
Conductor of Cacophony enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Conductor of Cacophony: It deals 1 damage to each other creature and each player.
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Conduit Goblin
( 2)
Creature — Goblin Warrior
(2/2)
When Conduit Goblin enters, you get (two energy counters). At the beginning of combat on your turn, you may pay . If you do, another target creature you control gets +1/+0 and gains haste until end of turn.
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Conduit of Emrakul
( 0)
Creature — Eldrazi Werewolf
(5/4)
Whenever Conduit of Emrakul attacks, add at the beginning of your next main phase this turn.
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Conduit of Ruin
( 6)
Creature — Eldrazi
(5/5)
When you cast this spell, you may search your library for a colorless creature card with mana value 7 or greater, reveal it, then shuffle and put that card on top. The first creature spell you cast each turn costs less to cast.
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Conduit of Worlds
( 4)
Artifact
You may play lands from your graveyard. : Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
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Conduit Pylons
( 0)
Land — Desert
When Conduit Pylons enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) : Add . , : Add one mana of any color.
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Cone of Cold
( 4)
Sorcery
Roll a d20. 1–9 | Tap all creatures your opponents control. 10–19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. 20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter tapped.
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Cone of Flame
( 5)
Sorcery
Cone of Flame deals 1 damage to any target, 2 damage to another target, and 3 damage to a third target.
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Confession Dial
( 3)
Artifact
When Confession Dial enters, surveil 3. : Target legendary creature card in your graveyard gains escape until end of turn. The escape cost is equal to its mana cost plus exile three other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
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Confessor
( 1)
Creature — Human Cleric
(1/1)
Whenever a player discards a card, you may gain 1 life.
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Confidence from Strength
( 3)
Sorcery
Target creature gets +4/+4 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Confirm Suspicions
( 5)
Instant
Counter target spell. Investigate three times. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Confiscate
( 6)
Enchantment — Aura
Enchant permanent You control enchanted permanent.
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Conflagrate
( 1)
Sorcery
Conflagrate deals X damage divided as you choose among any number of targets. Flashback—, Discard X cards. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Confound
( 2)
Instant
Counter target spell that targets a creature. Draw a card.
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Confounding Conundrum
( 2)
Enchantment
When Confounding Conundrum enters, draw a card. Whenever a land enters under an opponent's control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
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Confounding Riddle
( 3)
Instant
Choose one — • Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. • Counter target spell unless its controller pays .
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Confront the Assault
( 5)
Instant
Cast this spell only if a creature is attacking you. Create three 1/1 white Spirit creature tokens with flying.
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Confront the Past
( 1)
Sorcery — Lesson
Choose one — • Return target planeswalker card with mana value X or less from your graveyard to the battlefield. • Remove twice X loyalty counters from target planeswalker an opponent controls.
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Confront the Unknown
( 1)
Instant
Investigate, then target creature gets +1/+1 until end of turn for each Clue you control. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Confusion in the Ranks
( 5)
Enchantment
Whenever an artifact, creature, or enchantment enters, its controller chooses target permanent another player controls that shares a card type with it. Exchange control of those permanents.
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Congregate
( 4)
Instant
Target player gains 2 life for each creature on the battlefield.
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Congregation at Dawn
( 3)
Instant
Search your library for up to three creature cards, reveal them, then shuffle and put those cards on top in any order.
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Congregation Gryff
( 3)
Creature — Hippogriff Mount
(1/4)
Flying, lifelink Whenever Congregation Gryff attacks while saddled, it gets +X/+X until end of turn, where X is the number of Mounts you control. Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Conifer Strider
( 4)
Creature — Elemental
(5/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Conifer Wurm
( 5)
Snow Creature — Wurm
(4/4)
Trample : Conifer Wurm gets +X/+X until end of turn, where X is the number of snow permanents you control.
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Conjured Currency
( 6)
Enchantment
At the beginning of your upkeep, you may exchange control of Conjured Currency and target permanent you neither own nor control.
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Conjurer's Ban
( 2)
Sorcery
Choose a card name. Until your next turn, spells with the chosen name can't be cast and lands with the chosen name can't be played. Draw a card.
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Conjurer's Bauble
( 1)
Artifact
, Sacrifice Conjurer's Bauble: Put up to one target card from your graveyard on the bottom of your library. Draw a card.
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Conjurer's Closet
( 5)
Artifact
At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.
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