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Chef's Kiss
( 3)
Instant
Gain control of target spell that targets only a single permanent or player. Copy it, then reselect the targets at random for the spell and the copy. The new targets can't be you or a permanent you control.
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Chemister's Insight
( 4)
Instant
Draw two cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Chemister's Trick
( 2)
Instant
Target creature you don't control gets -2/-0 until end of turn and attacks this turn if able. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Chill Haunting
( 2)
Instant
As an additional cost to cast this spell, exile X creature cards from your graveyard. Target creature gets -X/-X until end of turn.
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Chill of Foreboding
( 3)
Sorcery
Each player mills five cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Chill of the Grave
( 3)
Instant
This spell costs less to cast if you control a Zombie. Tap target creature. It doesn't untap during its controller's next untap step. Draw a card.
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Chilling Grasp
( 3)
Instant
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step. 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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Chilling Trap
( 1)
Instant
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
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Choice of Damnations
( 6)
Sorcery — Arcane
Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents.
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Choice of Fortunes
( 3)
Sorcery
Seek two cards. You may shuffle them into your library. If you do, seek two cards. You have no maximum hand size for the rest of the game.
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Choking Fumes
( 3)
Instant
Put a -1/-1 counter on each attacking creature.
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Choking Miasma
( 3)
Sorcery
Kicker (You may pay an additional as you cast this spell.) If this spell was kicked, put a +1/+1 counter on a creature you control. All creatures get -2/-2 until end of turn.
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Choking Sands
( 3)
Sorcery
Destroy target non-Swamp land. If that land was nonbasic, Choking Sands deals 2 damage to the land's controller.
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Choking Tethers
( 4)
Instant
Tap up to four target creatures. Cycling (, Discard this card: Draw a card.) When you cycle Choking Tethers, you may tap target creature.
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Choking Vines
( 1)
Instant
Cast this spell only during the declare blockers step. X target attacking creatures become blocked. Choking Vines deals 1 damage to each of those creatures. (This spell works on creatures that can't be blocked.)
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Choose Your Weapon
( 3)
Instant
Choose one — • Two-Weapon Fighting — Double target creature's power and toughness until end of turn. • Archery — This spell deals 5 damage to target creature with flying.
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Giant Killer (Chop Down)
( 3)
Instant — Adventure
Destroy target creature with power 4 or greater. (Then exile this card. You may cast the creature later from exile.)
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Chord of Calling
( 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.) Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
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Chorus of Might
( 4)
Instant
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample.
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Chorus of Woe
( 1)
Sorcery
Creatures you control get +1/+0 until end of turn.
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Chronostutter
( 6)
Instant
Put target creature into its owner's library second from the top.
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Churning Eddy
( 4)
Sorcery
Return target creature and target land to their owners' hands.
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Cinder Cloud
( 5)
Instant
Destroy target creature. If a white creature dies this way, Cinder Cloud deals damage to that creature's controller equal to the creature's power.
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Cinder Storm
( 7)
Sorcery
Cinder Storm deals 7 damage to any target.
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Cinderclasm
( 2)
Instant
Kicker (You may pay an additional as you cast this spell.) Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
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Circuitous Route
( 4)
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
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Circuits Act
( 3)
Sorcery
Roll three six-sided dice. For each different result, create a 1/1 white Clown Robot artifact creature token.
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Circular Logic
( 3)
Instant
Counter target spell unless its controller pays for each card in your graveyard. 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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Citywide Bust
( 3)
Sorcery
Destroy all creatures with toughness 4 or greater.
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Claim // Fame (Claim)
( 1)
Sorcery
Return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Claim the Firstborn
( 1)
Sorcery
Gain control of target creature with mana value 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
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Clairvoyance
( 1)
Instant
Look at target player's hand. Draw a card at the beginning of the next turn's upkeep.
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Clan Defiance
( 2)
Sorcery
Choose one or more — • Clan Defiance deals X damage to target creature with flying. • Clan Defiance deals X damage to target creature without flying. • Clan Defiance deals X damage to target player or planeswalker.
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Clash of Titans
( 5)
Instant
Target creature fights another target creature. (Each deals damage equal to its power to the other.)
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Clash of Wills
( 1)
Instant
Counter target spell unless its controller pays .
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Claws of Wirewood
( 4)
Sorcery
Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling (, Discard this card: Draw a card.)
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Cleanfall
( 3)
Sorcery — Arcane
Destroy all enchantments.
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Cleanse
( 4)
Sorcery
Destroy all black creatures.
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Cleansing
( 3)
Sorcery
For each land, destroy that land unless any player pays 1 life.
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Cleansing Beam
( 5)
Instant
Radiance — Cleansing Beam deals 2 damage to target creature and each other creature that shares a color with it.
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Cleansing Meditation
( 3)
Sorcery
Destroy all enchantments. Threshold — If seven or more cards are in your graveyard, instead destroy all enchantments, then return all cards in your graveyard destroyed this way to the battlefield.
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Cleansing Nova
( 5)
Sorcery
Choose one — • Destroy all creatures. • Destroy all artifacts and enchantments.
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Cleansing Ray
( 2)
Sorcery
Choose one — • Destroy target Vampire. • Destroy target enchantment.
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Cleansing Wildfire
( 2)
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Draw a card.
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Clear
( 2)
Instant
Destroy target enchantment. Cycling (, Discard this card: Draw a card.)
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Clear a Path
( 1)
Sorcery
Destroy target creature with defender.
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Clear Shot
( 3)
Instant
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
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Clear the Land
( 3)
Sorcery
Each player reveals the top five cards of their library, puts all land cards revealed this way onto the battlefield tapped, and exiles the rest.
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Clear the Mind
( 3)
Sorcery
Target player shuffles their graveyard into their library. Draw a card.
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Clear the Stage
( 5)
Instant
Target creature gets -3/-3 until end of turn. If you control a creature with power 4 or greater, you may return up to one target creature card from your graveyard to your hand.
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Shrouded Shepherd (Cleave Shadows)
( 2)
Sorcery — Adventure
Creatures your opponents control get -1/-1 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Cleaver Riot
( 5)
Sorcery
Creatures you control gain double strike until end of turn. (They deal both first-strike and regular combat damage.)
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Clever Combo
( 2)
Sorcery
Search your library for a host card or a card with augment, reveal it, put it into your hand, then shuffle.
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Clever Concealment
( 4)
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.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
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Cling to Dust
( 1)
Instant
Exile target card from a graveyard. If it was a creature card, you gain 3 life. Otherwise, you draw a card. Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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Clinging Mists
( 3)
Instant
Prevent all combat damage that would be dealt this turn. Fateful hour — If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step.
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Clip Wings
( 2)
Instant
Each opponent sacrifices a creature with flying.
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Cloak of Feathers
( 1)
Sorcery
Target creature gains flying until end of turn. Draw a card.
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Clockspinning
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.
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Clone Legion
( 9)
Sorcery
For each creature target player controls, create a token that's a copy of that creature.
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Closing Statement
( 5)
Instant
This spell costs less to cast during your end step. Destroy target creature or planeswalker you don't control. Put a +1/+1 counter on up to one target creature you control.
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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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Cloudshift
( 1)
Instant
Exile target creature you control, then return that card to the battlefield under your control.
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Clowning Around
( 2)
Sorcery
Create two 1/1 white Clown Robot artifact creature tokens, then roll a six-sided die. If the result is equal to or less than the number of Robots you control, create a 1/1 white Clown Robot artifact creature token.
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Coastal Breach
( 7)
Sorcery
Undaunted (This spell costs less to cast for each opponent.) Return all nonland permanents to their owners' hands.
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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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Coax from the Blind Eternities
( 3)
Sorcery
You may reveal an Eldrazi card you own from outside the game or choose a face-up Eldrazi card you own in exile. Put that card into your hand.
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Cobra Trap
( 6)
Instant — Trap
If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay rather than pay this spell's mana cost. Create four 1/1 green Snake creature tokens.
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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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Coffin Purge
( 1)
Instant
Exile target card from a graveyard. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Collateral Damage
( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Collateral Damage deals 3 damage to any target.
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Collected Company
( 4)
Instant
Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
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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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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 Defiance
( 3)
Sorcery
Escalate (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target player discards all the cards in their hand, then draws that many cards. • Collective Defiance deals 4 damage to target creature. • Collective Defiance deals 3 damage to target opponent or planeswalker.
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Collective Effort
( 3)
Sorcery
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater. • Destroy target enchantment. • Put a +1/+1 counter on each creature target player controls.
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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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Collective Resistance
( 2)
Instant
Escalate (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target artifact. • Destroy target enchantment. • Target creature gains hexproof and indestructible until end of turn.
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Collective Voyage
( 1)
Sorcery
Join forces — Starting with you, each player may pay any amount of mana. Each player searches their library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles.
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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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Colossal Badger
( 6)
Creature — Badger
(6/5)
When Colossal Badger enters the battlefield, you gain 3 life.
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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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Combo Attack
( 3)
Sorcery
Two target creatures your team controls each deal damage equal to their power to target creature.
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