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Cliffside Lookout
( 1)
Creature — Kor Scout Ally
(1/1)
: Creatures you control get +1/+1 until end of turn.
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Cliffside Rescuer
( 2)
Creature — Kor Soldier
(2/2)
Vigilance , Sacrifice Cliffside Rescuer: Target permanent you control gains protection from each of your opponents until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.)
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Cloak of Feathers
( 1)
Sorcery
Target creature gains flying until end of turn. Draw a card.
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Cloudchaser Kestrel
( 3)
Creature — Bird
(2/2)
Flying When Cloudchaser Kestrel enters the battlefield, destroy target enchantment. : Target permanent becomes white until end of turn.
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Cloudgoat Ranger
( 5)
Creature — Giant Warrior Ranger
(3/3)
When Cloudgoat Ranger enters the battlefield, create three 1/1 white Kithkin Soldier creature tokens. Tap three untapped Kithkin you control: Cloudgoat Ranger gets +2/+0 and gains flying until end of turn.
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Cloudheath Drake
( 5)
Artifact Creature — Drake
(3/3)
Flying : Cloudheath Drake gains vigilance until end of turn.
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Cloudkill
( 6)
Sorcery
All creatures get -X/-X until end of turn, where X is the greatest mana value of a commander you own on the battlefield or in the command zone.
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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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Coastal Hornclaw
( 5)
Creature — Bird
(3/3)
Sacrifice a land: Coastal Hornclaw gains flying until end of turn.
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Coat with Venom
( 1)
Instant
Target creature gets +1/+2 and gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Cobalt Golem
( 4)
Artifact Creature — Golem
(2/3)
: Cobalt Golem gains flying until end of turn.
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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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Coercive Recruiter
( 5)
Creature — Orc Pirate
(4/3)
Whenever Coercive Recruiter or another Pirate enters the battlefield under your control, gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and becomes a Pirate in addition to its other types.
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Cogwork Wrestler
( 1)
Artifact Creature — Gnome
(1/2)
Flash When Cogwork Wrestler enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.
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Collective Brutality
( 2)
Sorcery
Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card. • Target creature gets -2/-2 until end of turn. • Target opponent loses 2 life and you gain 2 life.
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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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Colos Yearling
( 3)
Creature — Goat Beast
(1/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) : Colos Yearling gets +1/+0 until end of turn.
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Colossal Growth
( 2)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature gets +3/+3 until end of turn. If this spell was kicked, instead that creature gets +4/+4 and gains trample and haste until end of turn.
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Colossal Heroics
( 3)
Instant
Strive — This spell costs more to cast for each target beyond the first. Any number of target creatures each get +2/+2 until end of turn. Untap those creatures.
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Colossal Might
( 2)
Instant
Target creature gets +4/+2 and gains trample until end of turn.
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Colossal Plow
( 2)
Artifact — Vehicle
(6/3)
Whenever Colossal Plow attacks, add and you gain 3 life. Until end of turn, you don't lose this mana as steps and phases end. 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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Combat Professor
( 4)
Creature — Bird Cleric
(2/3)
Flying At the beginning of combat on your turn, target creature you control gets +1/+0 and gains vigilance until end of turn.
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Comet, Stellar Pup
( 4)
Legendary Planeswalker — Comet
(5)
0: Roll a six-sided die. 1 or 2 — +2, then create two 1/1 green Squirrel creature tokens. They gain haste until end of turn. 3 — −1, then return a card with mana value 2 or less from your graveyard to your hand. 4 or 5 — Comet, Stellar Pup deals damage equal to the number of loyalty counters on him to a creature or player, then −2. 6 — +1, and you may activate Comet, Stellar Pup's loyalty ability two more times this turn.
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Coming In Hot
( 1)
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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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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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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Commune with Lava
( 2)
Instant
Exile the top X cards of your library. Until the end of your next turn, you may play those cards.
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Company Commander
( 4)
Creature — Human Soldier
(2/4)
Command Section — When Company Commander enters the battlefield, 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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Compelled Duel
( 2)
Sorcery
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
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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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Compound Fracture
( 1)
Instant
Target creature gets -1/-1 until end of turn. It gets an additional -1/-1 until end of turn for each card named Compound Fracture in your graveyard.
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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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Conclave Sledge-Captain
( 6)
Creature — Elephant Soldier
(4/4)
Backup 1, backup 1, backup 1 (When this creature enters the battlefield, 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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Confession Dial
( 3)
Artifact
When Confession Dial enters the battlefield, 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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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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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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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 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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Conquering Manticore
( 6)
Creature — Manticore
(5/5)
Flying When Conquering Manticore enters the battlefield, 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 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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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 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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Consul's Lieutenant
( 2)
Creature — Human Soldier
(2/1)
First strike Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever Consul's Lieutenant attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn.
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Consul's Shieldguard
( 4)
Creature — Dwarf Soldier
(3/4)
When Consul's Shieldguard enters the battlefield, you get (two energy counters). Whenever Consul's Shieldguard attacks, you may pay . If you do, another target attacking creature gains indestructible until end of turn.
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Consume Strength
( 3)
Instant
Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.
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Consuming Aetherborn
( 4)
Creature — Aetherborn Vampire
(2/2)
Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Lifelink
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Contested War Zone
( 0)
Land
Whenever a creature deals combat damage to you, that creature's controller gains control of Contested War Zone. : Add . , : Attacking creatures get +1/+0 until end of turn.
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Contortionist Otter Storm
( 0)
Stickers
2 — : Target creature gains haste until end of turn. 4 — Deathtouch, lifelink 2 — 5/1 3 — 3/5
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Cool Fluffy Loxodon
( 0)
Stickers
2 — When this permanent leaves the battlefield, draw a card. 5 — Whenever a creature enters the battlefield under your control, this permanent becomes a 13/13 Eldrazi creature in addition to its other types until end of turn. 2 — 4/2 4 — 5/6
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Coordinated Assault
( 1)
Instant
Up to two target creatures each get +1/+0 and gain first strike until end of turn.
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Coordinated Charge
( 5)
Instant
Creatures you control get +2/+1 until end of turn. Cycling (, Discard this card: Draw a card.)
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Coral Helm
( 3)
Artifact
, Discard a card at random: Target creature gets +2/+2 until end of turn.
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Corpse Blockade
( 3)
Creature — Zombie
(1/4)
Defender Sacrifice another creature: Corpse Blockade gains deathtouch until end of turn.
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Corpse Dance
( 3)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Return the top creature card of your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
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Courageous Resolve
( 3)
Instant
Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
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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 of Locthwain
( 4)
Enchantment
When Court of Locthwain enters the battlefield, 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 Court of Locthwain without paying its mana cost.
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Coward // Killer (Coward)
( 2)
Sorcery
Target creature can't block this turn and becomes a Coward in addition to its other types until end of turn. Time travel.
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Cower in Fear
( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn.
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Crackdown Construct
( 4)
Artifact Creature — Construct
(2/2)
Whenever you activate an ability of an artifact or creature that isn't a mana ability, Crackdown Construct gets +1/+1 until end of turn.
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Crackling Emergence
( 2)
Enchantment — Aura
Enchant land you control Enchanted land is a 3/3 red Spirit creature with haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Crackling Emergence and that land gains indestructible until end of turn.
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Cradle of Safety
( 2)
Enchantment — Aura
Flash Enchant creature you control When Cradle of Safety enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+1.
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Crag Puca
( 3)
Creature — Shapeshifter
(2/4)
: Switch Crag Puca's power and toughness until end of turn.
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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 the battlefield, 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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Crash Landing
( 3)
Instant
Target creature with flying loses flying until end of turn. Crash Landing deals damage to that creature equal to the number of Forests you control.
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Crash the Ramparts
( 3)
Instant
Target creature gets +3/+3 and gains trample until end of turn.
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Crash Through
( 1)
Sorcery
Creatures you control gain trample until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.) Draw a card.
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Crashing Centaur
( 6)
Creature — Centaur
(3/4)
, Discard a card: Crashing Centaur gains trample until end of turn. Threshold — As long as seven or more cards are in your graveyard, Crashing Centaur gets +2/+2 and has shroud. (It can't be the target of spells or abilities.)
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Crashing Drawbridge
( 2)
Artifact Creature — Wall
(0/4)
Defender : Creatures you control gain haste until end of turn.
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Craterhoof Behemoth
( 8)
Creature — Beast
(5/5)
Haste When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
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Craw Giant
( 7)
Creature — Giant
(6/4)
Trample Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
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Crawling Barrens
( 0)
Land
: Add . : Put two +1/+1 counters on Crawling Barrens. Then you may have it become a 0/0 Elemental creature until end of turn. It's still a land.
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Crazed Armodon
( 4)
Creature — Elephant
(3/3)
: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at the beginning of the next end step. Activate only once each turn.
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Creeperhulk
( 5)
Creature — Plant Elemental
(5/5)
Trample : Until end of turn, target creature you control has base power and toughness 5/5 and gains trample.
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Creeping Trailblazer
( 2)
Creature — Elemental
(2/2)
Other Elementals you control get +1/+0. : Creeping Trailblazer gets +1/+1 until end of turn for each Elemental you control.
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Creepy Puppeteer
( 4)
Creature — Human Rogue
(4/3)
Haste Whenever Creepy Puppeteer attacks, if you attacked with exactly one other creature this combat, you may have that creature's base power and toughness become 4/3 until end of turn.
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Crenellated Wall
( 4)
Artifact Creature — Wall
(0/4)
Defender (This creature can't attack.) : Target creature gets +0/+4 until end of turn.
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Crimson Acolyte
( 2)
Creature — Human Cleric
(1/1)
Protection from red : Target creature gains protection from red until end of turn.
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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 Roc
( 5)
Creature — Bird
(2/2)
Flying Whenever Crimson Roc blocks a creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn.
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Crimson Wisps
( 1)
Instant
Target creature becomes red and gains haste until end of turn. Draw a card.
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Crippling Fatigue
( 3)
Sorcery
Target creature gets -2/-2 until end of turn. Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Crippling Fear
( 4)
Sorcery
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
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Critical Hit
( 2)
Instant
Target creature gains double strike until end of turn. When you roll a natural 20, return Critical Hit from your graveyard to your hand. (A natural 20 is a roll that displays 20 on the die.)
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Crookclaw Elder
( 6)
Creature — Bird Wizard
(3/2)
Flying Tap two untapped Birds you control: Draw a card. Tap two untapped Wizards you control: Target creature gains flying until end of turn.
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Crookclaw Transmuter
( 4)
Creature — Bird Wizard
(3/1)
Flash Flying When Crookclaw Transmuter enters the battlefield, switch target creature's power and toughness until end of turn.
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Crossbow Ambush
( 1)
Instant
Creatures you control gain reach until end of turn. (They can block creatures with flying.)
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