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Change of Plans
( 2)
Instant
Each of X target creatures you control connive. You may have any number of them phase out. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
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Change the Equation
( 2)
Instant
Choose one — • Counter target spell with mana value 2 or less. • Counter target red or green spell with mana value 6 or less.
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Changeling Berserker
( 4)
Creature — Shapeshifter
(5/3)
Changeling (This card is every creature type.) Haste Champion a creature (When this enters, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)
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Changeling Hero
( 5)
Creature — Shapeshifter
(4/4)
Changeling (This card is every creature type.) Champion a creature (When this enters, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Changeling Outcast
( 1)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) Changeling Outcast can't block and can't be blocked.
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Changeling Sentinel
( 4)
Creature — Shapeshifter
(3/2)
Changeling (This card is every creature type.) Vigilance
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Changeling Titan
( 5)
Creature — Shapeshifter
(7/7)
Changeling (This card is every creature type.) Champion a creature (When this enters, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)
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Channel
( 2)
Sorcery
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add .
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Channel Harm
( 6)
Instant
Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
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Channeled Force
( 4)
Instant
As an additional cost to cast this spell, discard X cards. Target player draws X cards. Channeled Force deals X damage to up to one target creature or planeswalker.
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Channeler Initiate
( 2)
Creature — Human Druid
(3/4)
When Channeler Initiate enters, put three -1/-1 counters on target creature you control. , Remove a -1/-1 counter from Channeler Initiate: Add one mana of any color.
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Chant of Vitu-Ghazi
( 8)
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.) Prevent all damage that would be dealt by creatures this turn. You gain life equal to the damage prevented this way.
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Chaos Balor
( 5)
Creature — — Demon
(4/5)
Flying Whenever Chaos Balor attacks or dies, choose two. Each mode must target a different player. • Target player discards all the cards in their hand, then seeks that many nonland cards. • Chaos Balor deals 2 damage to target player and they create two Treasure tokens. • Chaos Balor deals 2 damage to each creature target player controls. Those creatures perpetually get +2/+0.
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Chaos Channeler
( 4)
Creature — Human Shaman
(4/3)
Wild Magic Surge — Whenever Chaos Channeler attacks, roll a d20. 1–9 | Exile the top card of your library. You may play it this turn. 10–19 | Exile the top two cards of your library. You may play them this turn. 20 | Exile the top three cards of your library. You may play them this turn.
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Chaos Charm
( 1)
Instant
Choose one — • Destroy target Wall. • Chaos Charm deals 1 damage to target creature. • Target creature gains haste until end of turn.
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Chaos Confetti
( 4)
Artifact
, : Tear Chaos Confetti into pieces. Throw the pieces onto the battlefield from a distance of at least five feet. Destroy each permanent that a piece touches. Remove the pieces from the game.
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Chaos Defiler
( 5)
Artifact Creature — Demon Construct
(5/4)
Trample Battle Cannon — When Chaos Defiler enters or dies, for each opponent, choose a nonland permanent that player controls. Destroy one of them chosen at random.
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Chaos Dragon
( 3)
Creature — Dragon
(4/4)
Flying, haste Chaos Dragon attacks each combat if able. At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, Chaos Dragon can't attack those players or planeswalkers they control this combat.
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Chaos Harlequin
( 4)
Creature — Human
(2/4)
: Exile the top card of your library. If that card is a land card, Chaos Harlequin gets -4/-0 until end of turn. Otherwise, Chaos Harlequin gets +2/+0 until end of turn.
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Chaos Imps
( 6)
Creature — Imp
(6/5)
Flying Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) Chaos Imps has trample as long as it has a +1/+1 counter on it.
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Chaos Lord
( 7)
Creature — Human
(7/7)
First strike At the beginning of your upkeep, target opponent gains control of Chaos Lord if the number of permanents is even. Chaos Lord can attack as though it had haste unless it entered this turn.
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Chaos Maw
( 7)
Creature — Hellion
(6/6)
When Chaos Maw enters, it deals 3 damage to each other creature.
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Chaos Moon
( 4)
Enchantment
At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds an additional . If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type.
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Chaos Mutation
( 5)
Instant
Exile any number of target creatures controlled by different players. For each creature exiled this way, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then puts the rest on the bottom of their library in a random order.
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Chaos Orb
( 2)
Artifact
, : If Chaos Orb is on the battlefield, flip Chaos Orb onto the battlefield from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all nontoken permanents it touches. Then destroy Chaos Orb.
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Chaos Terminator Lord
( 4)
Creature — Astartes Warrior
(3/3)
Lord of Chaos — At the beginning of combat on your turn, another target creature you control gains double strike until end of turn.
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Chaos Wand
( 3)
Artifact
, : Target opponent exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of that library in a random order.
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Chaos Warp
( 3)
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
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Chaoslace
( 1)
Instant
Target spell or permanent becomes red. <I>(Its mana symbols remain unchanged.)</I>
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Chaosphere
( 3)
World Enchantment
Creatures with flying can block only creatures with flying. Creatures without flying have reach. (They can block creatures with flying.)
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Chaotic Backlash
( 5)
Instant
Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents they control.
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Chaotic Goo
( 4)
Creature — Ooze
(0/0)
Chaotic Goo enters with three +1/+1 counters on it. At the beginning of your upkeep, you may flip a coin. If you win the flip, put a +1/+1 counter on Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo.
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Chaotic Strike
( 2)
Instant
Cast this spell only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card.
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Chaotic Transformation
( 6)
Sorcery
Exile up to one target artifact, up to one target creature, up to one target enchantment, up to one target planeswalker, and/or up to one target land. For each permanent exiled this way, its controller reveals cards from the top of their library until they reveal a card that shares a card type with it, puts that card onto the battlefield, then shuffles.
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Chapel Shieldgeist
( 0)
Creature — Spirit Cleric
(2/1)
Flying, first strike Each creature you control has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) If Chapel Shieldgeist would be put into a graveyard from anywhere, exile it instead.
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Chaplain of Alms
( 1)
Creature — Human Cleric
(1/1)
First strike Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Char
( 3)
Instant
Char deals 4 damage to any target and 2 damage to you.
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Charforger
( 3)
Creature — Phyrexian Beast
(2/3)
When Charforger enters, create a 1/1 red Phyrexian Goblin creature token. Whenever another creature or artifact you control is put into a graveyard from the battlefield, put an oil counter on Charforger. Remove three oil counters from Charforger: Exile the top card of your library. You may play that card this turn.
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Charge
( 1)
Instant
Creatures you control get +1/+1 until end of turn.
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Charge Across the Araba
( 5)
Instant — Arcane
Sweep — Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way.
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Charge of the Forever-Beast
( 3)
Sorcery
As an additional cost to cast this spell, reveal a creature card from your hand. Charge of the Forever-Beast deals damage to target creature or planeswalker equal to the revealed card's power.
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Charge of the Mites
( 3)
Instant
Choose one — • Charge of the Mites deals damage equal to the number of creatures you control to target creature or planeswalker. • Create two 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This creature can't block." (Players dealt combat damage by them also get a poison counter.)
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Charge Through
( 1)
Instant
Target creature gains trample until end of turn. Draw a card.
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Charging Bandits
( 5)
Creature — Human Rogue
(3/3)
Whenever Charging Bandits attacks, it gets +2/+0 until end of turn.
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Charging Binox
( 8)
Creature — Beast
(7/5)
Assist (Another player can pay up to of this spell's cost.) Trample
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Charging Cinderhorn
( 4)
Creature — Elemental Ox
(4/2)
Haste At the beginning of each player's end step, if no creatures attacked this turn, put a fury counter on Charging Cinderhorn. Then Charging Cinderhorn deals damage equal to the number of fury counters on it to that player.
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Charging Griffin
( 4)
Creature — Griffin
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Charging Griffin attacks, it gets +1/+1 until end of turn.
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Charging Hooligan
( 4)
Creature — Human Peasant
(3/3)
Whenever Charging Hooligan attacks, it gets +1/+0 until end of turn for each attacking creature. If a Rat is attacking, Charging Hooligan gains trample until end of turn.
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Charging Paladin
( 3)
Creature — Human Knight
(2/2)
Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.
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Charging Rhino
( 5)
Creature — Rhino
(4/4)
Charging Rhino can't be blocked by more than one creature.
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Charging Slateback
( 5)
Creature — Beast
(4/3)
Charging Slateback can't block. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Charging Troll
( 4)
Creature — Troll
(3/3)
Vigilance : Regenerate Charging Troll.
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Charging Tuskodon
( 5)
Creature — Dinosaur
(4/4)
Trample If Charging Tuskodon would deal combat damage to a player, it deals double that damage to that player instead.
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Charging War Boar
( 3)
Creature — Boar
(3/1)
Haste (This creature can attack and as soon as it comes under your control.) As long as you control a Domri planeswalker, Charging War Boar gets +1/+1 and has trample. (It can deal excess damage to the player or planeswalker it's attacking.)
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Chariot of the Sun
( 3)
Artifact
, : Until end of turn, target creature you control gains flying and has base toughness 1.
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Chariot of Victory
( 3)
Artifact — Equipment
Equipped creature has first strike, trample, and haste. Equip
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Charisma
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage to a creature, gain control of the other creature for as long as Charisma remains on the battlefield.
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Charisma Bobblehead
( 3)
Artifact — Bobblehead
: Add one mana of any color. , : Create X 1/1 white Soldier creature tokens, where X is the number of Bobbleheads you control. Activate only as a sorcery.
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Charismatic Conqueror
( 2)
Creature — Vampire Soldier
(2/2)
Vigilance Whenever an artifact or creature an opponent controls enters untapped, they may tap that permanent. If they don't, you create a 1/1 white Vampire creature token with lifelink.
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Charismatic Vanguard
( 3)
Creature — Dwarf Soldier
(3/2)
: Creatures you control get +1/+1 until end of turn.
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Charitable Levy
( 2)
Enchantment
Noncreature spells cost more to cast. Whenever a player casts a noncreature spell, put a collection counter on Charitable Levy. Then if there are three or more collection counters on it, sacrifice it. If you do, draw a card, then you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Charix, the Raging Isle
( 4)
Legendary Creature — Leviathan Crab
(0/17)
Spells your opponents cast that target Charix, the Raging Isle cost more to cast. : Charix gets +X/-X until end of turn, where X is the number of Islands you control.
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Charm Peddler
( 1)
Creature — Human Spellshaper
(1/1)
, , Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.
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Charm School
( 3)
Enchantment
As Charm School enters, choose a color and balance Charm School on your head. Prevent all damage that would be dealt to you by sources of the chosen color. When Charm School falls off your head, sacrifice Charm School.
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Charmbreaker Devils
( 6)
Creature — Devil
(4/4)
At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Whenever you cast an instant or sorcery spell, Charmbreaker Devils gets +4/+0 until end of turn.
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Charmed Clothier
( 5)
Creature — Faerie Advisor
(3/3)
Flying When Charmed Clothier enters, create a Royal Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward .)
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Charmed Griffin
( 4)
Creature — Griffin
(3/3)
Flying When Charmed Griffin enters, each other player may put an artifact or enchantment card onto the battlefield from their hand.
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Charmed Sleep
( 3)
Enchantment — Aura
Enchant creature When Charmed Sleep enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Charmed Stray
( 1)
Creature — Cat
(1/1)
Lifelink When Charmed Stray enters, put a +1/+1 counter on each other creature you control named Charmed Stray.
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Charming Prince
( 2)
Creature — Human Noble
(2/2)
When Charming Prince enters, choose one — • Scry 2. • You gain 3 life. • Exile another target creature you own. Return it to the battlefield under your control at the beginning of the next end step.
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Charming Scoundrel
( 2)
Creature — Human Rogue
(1/1)
Haste When Charming Scoundrel enters, choose one — • Discard a card, then draw a card. • Create a Treasure token. • Create a Wicked Role token attached to target creature you control.
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Charnel Troll
( 3)
Creature — Troll
(4/4)
Trample At the beginning of your upkeep, exile a creature card from your graveyard. If you do, put a +1/+1 counter on Charnel Troll. Otherwise, sacrifice it. , Discard a creature card: Put a +1/+1 counter on Charnel Troll.
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Charnelhoard Wurm
( 7)
Creature — Wurm
(6/6)
Trample Whenever Charnelhoard Wurm deals damage to an opponent, you may return target card from your graveyard to your hand.
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Charred Foyer // Warped Space (Charred Foyer)
( 4)
Enchantment — Room
At the beginning of your upkeep, exile the top card of your library. You may play it this turn. (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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Charred Graverobber
( 3)
Creature — Skeleton Mercenary
(3/1)
When Charred Graverobber enters, return target outlaw card from your graveyard to your hand. Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) Charred Graverobber escapes with a +1/+1 counter on it.
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Char-Rumbler
( 4)
Creature — Elemental
(-1/3)
Double strike : Char-Rumbler gets +1/+0 until end of turn.
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Chart a Course
( 2)
Sorcery
Draw two cards. Then discard a card unless you attacked this turn.
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Chartooth Cougar
( 6)
Creature — Cat Beast
(4/4)
: Chartooth Cougar gets +1/+0 until end of turn. Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
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Chasm Drake
( 5)
Creature — Drake
(3/3)
Flying Whenever Chasm Drake attacks, target creature you control gains flying until end of turn.
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Chasm Guide
( 4)
Creature — Goblin Scout Ally
(3/2)
Rally — Whenever Chasm Guide or another Ally you control enters, creatures you control gain haste until end of turn.
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Chasm Skulker
( 3)
Creature — Squid Horror
(1/1)
Whenever you draw a card, put a +1/+1 counter on Chasm Skulker. When Chasm Skulker dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on Chasm Skulker. (They can't be blocked as long as defending player controls an Island.)
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Chastise
( 4)
Instant
Destroy target attacking creature. You gain life equal to its power.
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Chatter of the Squirrel
( 1)
Sorcery
Create a 1/1 green Squirrel creature token. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Chatterfang, Squirrel General
( 3)
Legendary Creature — Squirrel Warrior
(3/3)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead. , Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.
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Chatterstorm
( 2)
Sorcery
Create a 1/1 green Squirrel creature token. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Chatzuk, Mighty Guitarist (playtest)
( 3)
Legendary Creature — — Human Bard
(2/2)
Banding (Just ask around until you find someone who knows.) Creature spells you cast with banding cost less to cast. Whenever two or more creatures you control attack in a band, each creature in that band gets +1/+1 until end of turn for each creature in that band.
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Chea, Friend to Maybe Too Many (playtest)
( 4)
Legendary Creature — — Human Wizard
(2/4)
Familiar spells you cast have flash. (Bats, Birds, Cats, Dragons, Faeries, Foxes, Frogs, Imps, Lizards, and Spiders are familiars, as well as any creature with "Familiar" in its name.) : Add X and each opponent loses X life, where X is the number of familiars you control.
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Cheap Ass
( 2)
Creature — Donkey Townsfolk
(1/3{1/2})
Spells you cast cost o½ less to cast.
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