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Cabal Trainee
( 1)
Creature — Human Minion
(1/1)
Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn.
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Cabaretti Ascendancy
( 3)
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a creature or planeswalker card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it on the bottom of your library.
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Cabaretti Charm
( 3)
Instant
Choose one — • Cabaretti Charm deals damage equal to the number of creatures you control to target creature or planeswalker. • Creatures you control get +1/+1 and gain trample until end of turn. • Create two 1/1 green and white Citizen creature tokens.
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Cabaretti Confluence
( 6)
Sorcery
Choose three. You may choose the same mode more than once. • Create a token that's a copy of target creature you control. It gains haste. Sacrifice it at the beginning of the next end step. • Exile target artifact or enchantment. • Creatures target player controls get +1/+1 and gain first strike until end of turn.
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Cabaretti Courtyard
( 0)
Land
When Cabaretti Courtyard 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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Cabaretti Initiate
( 1)
Creature — Raccoon Citizen
(1/2)
: Cabaretti Initiate gains double strike until end of turn.
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Cabaretti Revels
( 3)
Enchantment
Whenever you cast a creature spell, seek a creature card with lesser mana value, then put it onto the battlefield.
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Cackling Counterpart
( 3)
Instant
Create a token that's a copy of target creature you control. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cackling Culprit
( 0)
Creature — Human Rogue
(3/5)
Whenever Cackling Culprit or another creature you control dies, you gain 1 life. : Cackling Culprit gains deathtouch until end of turn.
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Cactarantula
( 6)
Creature — Plant Spider
(6/5)
This spell costs less to cast if you control a Desert. Reach Whenever Cactarantula becomes the target of a spell or ability an opponent controls, you may draw a card.
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Cactus Preserve
( 0)
Land — Desert
Cactus Preserve enters tapped. : Add one mana of any type that a land you control could produce. : Until end of turn, Cactus Preserve becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.
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Cactusfolk Sureshot
( 4)
Creature — Plant Mercenary
(4/4)
Reach Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) At the beginning of combat on your turn, other creatures you control with power 4 or greater gain trample and haste until end of turn.
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Defiled Crypt // Cadaver Lab (Cadaver Lab)
( 1)
Enchantment — Room
When you unlock this door, return target creature card from your graveyard to your hand. (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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Cadaverous Knight
( 3)
Creature — Zombie Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> : Regenerate Cadaverous Knight.
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Cadira, Caller of the Small
( 3)
Legendary Creature — Orc Ranger
(3/3)
Trample Whenever Cadira, Caller of the Small deals combat damage to a player, for each token you control, create a 1/1 white Rabbit creature token.
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Caduceus, Staff of Hermes
( 3)
Legendary Artifact — Equipment
Equipped creature has lifelink. As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature." Equip
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Caetus, Sea Tyrant of Segovia
( 0)
Legendary Creature — Serpent
(3/3)
Noncreature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a noncreature spell pays for or one mana of that creature's color.) At the beginning of your end step, untap up to four target creatures.
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Cait, Cage Brawler
( 2)
Legendary Creature — Human Warrior
(1/1)
During your turn, Cait, Cage Brawler has indestructible. Whenever Cait attacks, you and defending player each draw a card, then discard a card. Put two +1/+1 counters on Cait if you discarded the card with the highest mana value among those cards or tied for highest.
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Calamitous Cave-In
( 4)
Sorcery
Calamitous Cave-In deals X damage to each creature and each planeswalker, where X is the number of Caves you control plus the number of Cave cards in your graveyard.
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Calamitous Tide
( 6)
Sorcery
Return up to two target creatures to their owners' hands. Draw two cards, then discard a card.
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Calamity Bearer
( 4)
Creature — Giant Berserker
(3/4)
If a Giant source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Calamity of Cinders
( 7)
Sorcery
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.) Calamity of Cinders deals 6 damage to each untapped creature.
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Calamity of the Titans
( 6)
Sorcery
As an additional cost to cast this spell, reveal a colorless creature card from your hand. Exile each creature and planeswalker with mana value less than the revealed card's mana value.
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Calamity, Galloping Inferno
( 6)
Legendary Creature — Horse Mount
(4/6)
Haste Whenever Calamity, Galloping Inferno attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once. Saddle 1
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Calamity's Wake
( 2)
Instant
Exile all graveyards. Players can't cast noncreature spells this turn. Exile Calamity's Wake.
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Calcite Snapper
( 3)
Creature — Turtle
(1/4)
Shroud (This creature can't be the target of spells or abilities.) Landfall — Whenever a land you control enters, you may switch Calcite Snapper's power and toughness until end of turn.
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Calculated Dismissal
( 3)
Instant
Counter target spell unless its controller pays . Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, scry 2. (To 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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Calculating Lich
( 6)
Creature — Zombie Wizard
(5/5)
Menace Whenever a creature attacks one of your opponents, that player loses 1 life.
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Caldaia Strongarm
( 5)
Creature — Human Warrior
(2/3)
When Caldaia Strongarm enters, put two +1/+1 counters on target creature. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Calibrated Blast
( 3)
Instant
Reveal cards from the top of your library until you reveal a nonland card. Put the revealed cards on the bottom of your library in a random order. When you reveal a nonland card this way, Calibrated Blast deals damage equal to that card's mana value to any target. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Calix, Destiny's Hand
( 4)
Legendary Planeswalker — Calix
(4)
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. −3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield. −7: Return all enchantment cards from your graveyard to the battlefield.
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Calix, Guided by Fate
( 3)
Legendary Enchantment Creature — Human Druid
(2/2)
Constellation — Whenever Calix, Guided by Fate or another enchantment you control enters, put a +1/+1 counter on target creature. Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
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Call a Surprise Witness
( 2)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.
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Call for Unity
( 5)
Enchantment
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a unity counter on Call for Unity. Creatures you control get +1/+1 for each unity counter on Call for Unity.
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Call Forth the Tempest
( 8)
Sorcery
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.) Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
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Call from the Grave (playtest)
( 3)
Sorcery
Put a random creature from a random graveyard into play under your control. Call from the Grave deals to you an amount of damage equal to that creature's casting cost.
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Call of the Death-Dweller
( 3)
Sorcery
Return up to two target creature cards with total mana value 3 or less from your graveyard to the battlefield. Put a deathtouch counter on either of them. Then put a menace counter on either of them.
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Call of the Full Moon
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of each upkeep, if a player cast two or more spells last turn, sacrifice Call of the Full Moon.
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Call of the Herd
( 3)
Sorcery
Create a 3/3 green Elephant creature token. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Call of the Nightwing
( 4)
Sorcery
Create a 1/1 blue and black Horror creature token with flying. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Call of the Ring
( 2)
Enchantment
At the beginning of your upkeep, the Ring tempts you. Whenever you choose a creature as your Ring-bearer, you may pay 2 life. If you do, draw a card.
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Call the Bloodline
( 2)
Enchantment
, Discard a card: Create a 1/1 black Vampire Knight creature token with lifelink. Activate only once each turn.
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Call the Cavalry
( 4)
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
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Call the Coppercoats
( 3)
Instant
Strive — This spell costs more to cast for each target beyond the first. Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
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Call the Gatewatch
( 3)
Sorcery
Search your library for a planeswalker card, reveal it, put it into your hand, then shuffle.
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Call the Scions
( 3)
Sorcery
Devoid (This card has no color.) Create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this creature: Add ."
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Call the Skybreaker
( 7)
Sorcery
Create a 5/5 blue and red Elemental creature token with flying. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Call to Arms
( 2)
Enchantment
As Call to Arms enters, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
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Call to Glory
( 2)
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
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Call to Heel
( 2)
Instant
Return target creature to its owner's hand. Its controller draws a card.
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Call to Mind
( 3)
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
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Call to Serve
( 2)
Enchantment — Aura
Enchant nonblack creature Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
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Call to the Feast
( 4)
Sorcery
Create three 1/1 white Vampire creature tokens with lifelink.
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Call to the Grave
( 5)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature of their choice. At the beginning of the end step, if no creatures are on the battlefield, sacrifice Call to the Grave.
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Call to the Kindred
( 4)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
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Call to the Netherworld
( 1)
Sorcery
Return target black creature card from your graveyard to your hand. 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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Call to the Void
( 5)
Sorcery
Each player secretly chooses a creature they control and a creature they don't control. Then those choices are revealed. Destroy each creature chosen this way.
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Callaphe, Beloved of the Sea
( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Callaphe's power is equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.) Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
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Caller of the Claw
( 3)
Creature — Elf
(2/2)
Flash When Caller of the Claw enters, create a 2/2 green Bear creature token for each nontoken creature put into your graveyard from the battlefield this turn.
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Caller of the Hunt
( 3)
Creature — Human
(*/*)
As an additional cost to cast this spell, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures of the chosen type on the battlefield.
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Caller of the Pack
( 7)
Creature — Beast
(8/6)
Trample 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.)
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Caller of the Untamed
( 4)
Creature — Elf Shaman
(2/4)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile a creature card you drafted that isn't in your deck. , : Create a token that's a copy of a card you exiled with cards named Caller of the Untamed. X is the mana value of that card.
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Callous Giant
( 6)
Creature — Giant
(4/4)
If a source would deal 3 or less damage to Callous Giant, prevent that damage.
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Callous Sell-Sword
( 2)
Creature — Human Soldier
(2/2)
Callous Sell-Sword enters with a +1/+1 counter on it for each creature that died under your control this turn.
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Callow Jushi
( 3)
Creature — Human Wizard
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Callow Jushi. At the beginning of the end step, if there are two or more ki counters on Callow Jushi, you may flip it.
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Caltrops
( 3)
Artifact
Whenever a creature attacks, Caltrops deals 1 damage to it.
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Camellia, the Seedmiser
( 3)
Legendary Creature — Squirrel Warlock
(3/3)
Menace Other Squirrels you control have menace. Whenever you sacrifice one or more Foods, create a 1/1 green Squirrel creature token. , Forage: Put a +1/+1 counter on each other Squirrel you control. (To forage, exile three cards from your graveyard or sacrifice a Food.)
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Campus Renovation
( 5)
Sorcery
Return up to one target artifact or enchantment card from your graveyard to the battlefield. Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
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Candlegrove Witch
( 2)
Creature — Human Warlock
(2/2)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlegrove Witch gains flying until end of turn.
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Candlekeep Inspiration
( 5)
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
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Candlelight Vigil
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has vigilance.
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Candlelit Cavalry
( 5)
Creature — Human Knight
(5/5)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlelit Cavalry gains trample until end of turn.
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Candlestick
( 1)
Artifact — Clue Equipment
Equipped creature gets +1/+1 and has "Whenever this creature attacks, surveil 2." (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) , Sacrifice Candlestick: Draw a card. Equip
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Candletrap
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has defender. Prevent all combat damage that would be dealt by enchanted creature. Coven — , Sacrifice Candletrap: Exile enchanted creature. Activate only if you control three or more creatures with different powers.
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Candy Trail
( 1)
Artifact — Food Clue
When Candy Trail enters, scry 2. , , Sacrifice Candy Trail: You gain 3 life and draw a card.
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Canker Abomination
( 4)
Creature — Treefolk Horror
(6/6)
As Canker Abomination enters, choose an opponent. Canker Abomination enters with a -1/-1 counter on it for each creature that player controls.
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Canoptek Scarab Swarm
( 4)
Artifact Creature — Insect
(1/1)
Flying Feeder Mandibles — When Canoptek Scarab Swarm enters, exile target player's graveyard. For each artifact or land card exiled this way, create a 1/1 colorless Insect artifact creature token with flying.
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Canoptek Spyder
( 5)
Artifact Creature — Spider
(4/4)
Flying Fabricator Claw Array — Whenever another nontoken artifact creature or Vehicle you control enters, draw a card.
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Canoptek Tomb Sentinel
( 4)
Artifact Creature — Insect
(4/3)
Vigilance Exile Cannon — When Canoptek Tomb Sentinel enters from a graveyard, exile up to one target nonland permanent. Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Canoptek Wraith
( 3)
Artifact Creature — Wraith
(2/1)
Wraith Form — Canoptek Wraith can't be blocked. Transdimensional Scout — When Canoptek Wraith deals combat damage to a player, you may pay and sacrifice it. If you do, choose a land you control. Then search your library for up to two basic land cards which have the same name as the chosen land, put them onto the battlefield tapped, then shuffle.
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Canopy Baloth
( 4)
Creature — Beast
(4/3)
Landfall — Whenever a land you control enters, Canopy Baloth gets +2/+2 until end of turn.
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Canopy Stalker
( 4)
Creature — Cat
(4/2)
Canopy Stalker must be blocked if able. When Canopy Stalker dies, you gain 1 life for each creature that died this turn.
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Canopy Vista
( 0)
Land — Forest Plains
(: Add or .) Canopy Vista enters tapped unless you control two or more basic lands.
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Can't Quite Recall (playtest)
( 1)
Instant
Forbidden (This card can't be in your starting deck. Yes, you read that right. You need to figure out a way to get it into the game without it being in your deck.) Target player draws three cards.
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Can't Stay Away
( 2)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cantivore
( 3)
Creature — Lhurgoyf
(*/*)
Vigilance Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
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Canyon Wildcat
( 2)
Creature — Cat
(2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Caparocti Sunborn
( 4)
Legendary Creature — Human Soldier
(4/4)
Whenever Caparocti Sunborn attacks, you may tap two untapped artifacts and/or creatures you control. If you do, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Capashen Knight
( 2)
Creature — Human Knight
(1/1)
First strike (This creature deals combat damage before creatures without first strike.) : Capashen Knight gets +1/+0 until end of turn.
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Capashen Standard
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. , Sacrifice Capashen Standard: Draw a card.
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