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Compulsive Research
( 3)
Sorcery
Target player draws three cards. Then that player discards two cards unless they discard a land card.
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Compulsory Rest
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. Enchanted creature has ", Sacrifice this creature: You gain 2 life."
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Compy Swarm
( 3)
Creature — Dinosaur
(2/2)
At the beginning of your end step, if a creature died this turn, create a tapped token that's a copy of Compy Swarm.
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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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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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Connecting the Dots
( 2)
Enchantment
Whenever a creature you control attacks, exile the top card of your library face down. (You can't look at it.) , Discard your hand, Sacrifice Connecting the Dots: Put all cards exiled with Connecting the Dots into their owners' hands.
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Conquer
( 5)
Enchantment — Aura
Enchant land You control enchanted land.
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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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Conqueror's Flail
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 for each color among permanents you control. As long as Conqueror's Flail is attached to a creature, your opponents can't cast spells during your turn. Equip
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Conqueror's Galleon
( 4)
Artifact — Vehicle
(2/10)
When Conqueror's Galleon attacks, exile it at end of combat, then return it to the battlefield transformed under your control. Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
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Conqueror's Pledge
( 5)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Create six 1/1 white Kor Soldier creature tokens. If this spell was kicked, create twelve of those tokens instead.
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Conscripted Infantry
( 3)
Creature — Human Soldier
(3/1)
When Conscripted Infantry dies, create a 1/1 colorless Soldier artifact creature token.
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Consecrate Land
( 1)
Enchantment — Aura
Enchant land Enchanted land has indestructible and can't be enchanted by other Auras.
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Consecrated by Blood
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying and "Sacrifice two other creatures: Regenerate this creature." (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Consecrated Sphinx
( 6)
Creature — Sphinx
(4/6)
Flying Whenever an opponent draws a card, you may draw two cards.
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Conservator
( 4)
Artifact
, : Prevent the next 2 damage that would be dealt to you this turn.
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Consider
( 1)
Instant
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Draw a card.
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Consign to Dream
( 3)
Instant
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.
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Consign to Dust
( 3)
Instant
Strive — This spell costs more to cast for each target beyond the first. Destroy any number of target artifacts and/or enchantments.
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Consign to Memory
( 1)
Instant
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Counter target triggered ability or colorless spell.
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Consign to the Pit
( 6)
Sorcery
Destroy target creature. Consign to the Pit deals 2 damage to that creature's controller.
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Conspicuous Snoop
( 2)
Creature — Goblin Rogue
(2/2)
Play with the top card of your library revealed. You may cast Goblin spells from the top of your library. As long as the top card of your library is a Goblin card, Conspicuous Snoop has all activated abilities of that card.
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Conspiracy
( 5)
Enchantment
As Conspiracy enters, choose a creature type. Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
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Conspiracy Theorist
( 2)
Creature — Human Shaman
(2/2)
Whenever Conspiracy Theorist attacks, you may pay and discard a card. If you do, draw a card. Whenever you discard one or more nonland cards, you may exile one of them from your graveyard. If you do, you may cast it this turn.
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Conspiracy Unraveler
( 7)
Creature — Sphinx Detective
(6/6)
Flying You may collect evidence 10 rather than pay the mana cost for spells you cast. (To collect evidence 10, exile cards with total mana value 10 or greater from your graveyard.)
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Constable of the Realm
( 5)
Creature — Giant Soldier
(3/3)
Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.) Whenever one or more +1/+1 counters are put on Constable of the Realm, exile up to one other target nonland permanent until Constable of the Realm leaves the battlefield.
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Constant Mists
( 2)
Instant
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn.
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Constricting Sliver
( 6)
Creature — Sliver
(3/3)
Sliver creatures you control have "When this creature enters, you may exile target creature an opponent controls until this creature leaves the battlefield."
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Constricting Tendrils
( 1)
Instant
Target creature gets -3/-0 until end of turn. Cycling (, Discard this card: Draw a card.)
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Consulate Crackdown
( 5)
Enchantment
When Consulate Crackdown enters, exile all artifacts your opponents control until Consulate Crackdown leaves the battlefield.
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Consulate Dreadnought
( 1)
Artifact — Vehicle
(7/11)
Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)
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