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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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Clearwater Goblet
( 5)
Artifact
Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.) At the beginning of your upkeep, you may gain life equal to the number of charge counters on Clearwater Goblet.
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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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Cleaver Skaab
( 4)
Creature — Zombie Horror
(2/4)
, , Sacrifice another Zombie: Create two tokens that are copies of the sacrificed creature.
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Cleaving Reaper
( 5)
Creature — Angel Berserker
(5/3)
Flying, trample Pay 3 life: Return Cleaving Reaper from your graveyard to your hand. Activate only if you had an Angel or Berserker enter the battlefield under your control this turn.
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Cleaving Skyrider
( 3)
Creature — Human Warrior
(2/2)
Flash Kicker (You may pay an additional as you cast this spell.) Flying When Cleaving Skyrider enters the battlefield, if it was kicked, it deals X damage to any target, where X is the number of attacking creatures.
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Cleaving Sliver
( 4)
Creature — Sliver
(2/2)
Sliver creatures you control get +2/+0.
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Cleopatra, Exiled Pharaoh
( 4)
Legendary Creature — Human Noble
(2/4)
Allies — At the beginning of your end step, put a +1/+1 counter on each of up to two other target legendary creatures. Betrayal — Whenever a legendary creature with counters on it dies, draw a card for each counter on it. You lose 2 life.
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Clergy en-Vec
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Clergy of the Holy Nimbus
( 1)
Creature — Human Cleric
(1/1)
If Clergy of the Holy Nimbus would be destroyed, regenerate it. : Clergy of the Holy Nimbus can't be regenerated this turn. Only your opponents may activate this ability.
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Cleric Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead. : Level 2 //Level_2// Whenever you gain life, put a +1/+1 counter on target creature you control. : Level 3 //Level_3// When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
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Cleric of Chill Depths
( 2)
Creature — Merfolk Cleric
(1/3)
Whenever Cleric of Chill Depths blocks a creature, that creature doesn't untap during its controller's next untap step.
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Cleric of Life's Bond
( 2)
Creature — Vampire Cleric
(2/2)
Whenever another Cleric enters the battlefield under your control, you gain 1 life. Whenever you gain life for the first time each turn, put a +1/+1 counter on Cleric of Life's Bond.
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Cleric of the Forward Order
( 2)
Creature — Human Cleric
(2/2)
When Cleric of the Forward Order enters the battlefield, you gain 2 life for each creature you control named Cleric of the Forward Order.
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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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Clever Conjurer
( 3)
Creature — Gnome Wizard
(2/3)
Mage Hand — : Untap target permanent not named Clever Conjurer. Activate only as a sorcery.
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Clever Distraction
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, tap target creature defending player controls." If Clever Distraction would be put into a graveyard from anywhere, exile it instead.
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Clever Impersonator
( 4)
Creature — Shapeshifter
(0/0)
You may have Clever Impersonator enter the battlefield as a copy of any nonland permanent on the battlefield.
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Clever Lumimancer
( 1)
Creature — Human Wizard
(0/1)
Magecraft — Whenever you cast or copy an instant or sorcery spell, Clever Lumimancer gets +2/+2 until end of turn.
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Clickslither
( 4)
Creature — Insect
(3/3)
Haste Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn.
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Cliff Threader
( 2)
Creature — Kor Scout
(2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Cliffgate
( 0)
Land — Gate
Cliffgate enters the battlefield tapped. As Cliffgate enters the battlefield, choose a color other than red. : Add or one mana of the chosen color.
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Cliffhaven Kitesail
( 1)
Artifact — Equipment
When Cliffhaven Kitesail enters the battlefield, attach it to target creature you control. Equipped creature has flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Cliffhaven Vampire
( 4)
Creature — Vampire Warrior Ally
(2/4)
Flying Whenever you gain life, each opponent loses 1 life.
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Cliffrunner Behemoth
( 4)
Creature — Rhino Beast
(5/3)
Cliffrunner Behemoth has haste as long as you control a red permanent. Cliffrunner Behemoth has lifelink as long as you control a white permanent.
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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 Market
( 0)
Plane — Mercadia
When you planeswalk to Cliffside Market and at the beginning of your upkeep, you may exchange life totals with target player. Whenever chaos ensues, exchange control of two target permanents that share a card type.
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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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Clifftop Retreat
( 0)
Land
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains. : Add or .
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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 Anemones
( 4)
Creature — Jellyfish
(1/4)
Defender Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Clinging Darkness
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-1.
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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 and Dagger
( 2)
Kindred Artifact — Rogue Equipment
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.) Whenever a Rogue creature enters the battlefield, you may attach Cloak and Dagger to it. Equip
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Cloak of Confusion
( 2)
Enchantment — Aura
Enchant creature you control Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.
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Cloak of Feathers
( 1)
Sorcery
Target creature gains flying until end of turn. Draw a card.
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Cloak of Invisibility
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has phasing and can't be blocked except by Walls. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Cloak of Mists
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked.
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Cloak of the Bat
( 2)
Artifact — Equipment
Equipped creature has flying and haste. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Cloaked Cadet
( 5)
Creature — Human Ranger
(2/4)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn.
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Cloaked Siren
( 4)
Creature — Siren
(3/2)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Cloakwood Hermit
( 3)
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, if a creature card was put into your graveyard from anywhere this turn, create two tapped 1/1 green Squirrel creature tokens."
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Cloakwood Swarmkeeper
( 1)
Creature — Elf Ranger
(1/1)
Gathered Swarm — Whenever one or more tokens enter the battlefield under your control, put a +1/+1 counter on Cloakwood Swarmkeeper.
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Clock of DOOOOOOOOOOOOM!
( 4)
Artifact
, : Move the CRANK counter to your Contraption deck's next sprocket and crank any number of that sprocket's Contraptions.
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Clock of Omens
( 4)
Artifact
Tap two untapped artifacts you control: Untap target artifact.
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Clocknapper
( 5)
Creature — Human Spy
(2/2)
When Clocknapper enters the battlefield, choose beginning phase, precombat main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)
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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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Clockwork Avian
( 5)
Artifact Creature — Bird
(0/4)
Flying Clockwork Avian enters the battlefield with four +1/+0 counters on it. At end of combat, if Clockwork Avian attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Avian. This ability can't cause the total number of +1/+0 counters on Clockwork Avian to be greater than four. Activate only during your upkeep.
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Clockwork Beast
( 6)
Artifact Creature — Beast
(0/4)
Clockwork Beast enters the battlefield with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Activate only during your upkeep.
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Clockwork Beetle
( 1)
Artifact Creature — Insect
(0/0)
Clockwork Beetle enters the battlefield with two +1/+1 counters on it. Whenever Clockwork Beetle attacks or blocks, remove a +1/+1 counter from it at end of combat.
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Clockwork Condor
( 4)
Artifact Creature — Bird
(0/0)
Flying Clockwork Condor enters the battlefield with three +1/+1 counters on it. Whenever Clockwork Condor attacks or blocks, remove a +1/+1 counter from it at end of combat.
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Clockwork Dragon
( 7)
Artifact Creature — Dragon
(0/0)
Flying Clockwork Dragon enters the battlefield with six +1/+1 counters on it. Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat. : Put a +1/+1 counter on Clockwork Dragon.
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Clockwork Droid
( 2)
Artifact Creature — Robot
(3/1)
You may exert Clockwork Droid as it attacks. When you do, it can't be blocked this turn and you scry 1. (An exerted creature won't untap during your next untap step. To scry 1, look at the top card of your library. You may put that card on the bottom.)
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Clockwork Fox
( 3)
Artifact Creature — Fox
(3/2)
When Clockwork Fox leaves the battlefield, you draw two cards and each opponent draws a card.
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Clockwork Gnomes
( 4)
Artifact Creature — Gnome
(2/2)
, : Regenerate target artifact creature.
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Clockwork Hydra
( 5)
Artifact Creature — Hydra
(0/0)
Clockwork Hydra enters the battlefield with four +1/+1 counters on it. Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to any target. : Put a +1/+1 counter on Clockwork Hydra.
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Clockwork Servant
( 3)
Artifact Creature — Gnome
(2/3)
Adamant — When Clockwork Servant enters the battlefield, if at least three mana of the same color was spent to cast it, draw a card.
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Clockwork Steed
( 4)
Artifact Creature — Horse
(0/3)
Clockwork Steed enters the battlefield with four +1/+0 counters on it. Clockwork Steed can't be blocked by artifact creatures. At end of combat, if Clockwork Steed attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Activate only during your upkeep.
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Clockwork Swarm
( 4)
Artifact Creature — Insect
(0/3)
Clockwork Swarm enters the battlefield with four +1/+0 counters on it. Clockwork Swarm can't be blocked by Walls. At end of combat, if Clockwork Swarm attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Swarm. This ability can't cause the total number of +1/+0 counters on Clockwork Swarm to be greater than four. Activate only during your upkeep.
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Clockwork Vorrac
( 5)
Artifact Creature — Boar Beast
(0/0)
Trample Clockwork Vorrac enters the battlefield with four +1/+1 counters on it. Whenever Clockwork Vorrac attacks or blocks, remove a +1/+1 counter from it at end of combat. : Put a +1/+1 counter on Clockwork Vorrac.
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Cloister Gargoyle
( 3)
Artifact Creature — Gargoyle
(0/4)
When Cloister Gargoyle enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
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Cloistered Youth
( 2)
Creature — Human
(1/1)
At the beginning of your upkeep, you may transform Cloistered Youth.
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Clone
( 4)
Creature — Shapeshifter
(0/0)
You may have Clone enter the battlefield as a copy of any creature on the battlefield.
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Clone Crafter
( 2)
Creature — — Human Wizard
(1/2)
When Clone Crafter enters the battlefield, conjure a duplicate of a random creature card from your opponent's library into your hand. It perpetually gains "You may spend mana as though it were mana of any color to cast this spell."
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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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Clone Shell
( 5)
Artifact Creature — Shapeshifter
(2/2)
Imprint — When Clone Shell enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library in any order. When Clone Shell dies, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control.
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Close Quarters
( 4)
Enchantment
Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to any target.
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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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Clot Sliver
( 2)
Creature — Sliver
(1/1)
All Slivers have ": Regenerate this permanent."
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Cloud Cover
( 4)
Enchantment
Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's hand.
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Cloud Crusader
( 4)
Creature — Human Knight
(2/3)
Flying First strike (This creature deals combat damage before creatures without first strike.)
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Cloud Djinn
( 6)
Creature — Djinn
(5/4)
Flying Cloud Djinn can block only creatures with flying.
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Cloud Dragon
( 6)
Creature — Illusion Dragon
(5/4)
Flying Cloud Dragon can block only creatures with flying.
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Cloud Elemental
( 3)
Creature — Elemental
(2/3)
Flying Cloud Elemental can block only creatures with flying.
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Cloud Key
( 3)
Artifact
As Cloud Key enters the battlefield, choose artifact, creature, enchantment, instant, or sorcery. Spells you cast of the chosen type cost less to cast.
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Cloud of Faeries
( 2)
Creature — Faerie
(1/1)
Flying When Cloud of Faeries enters the battlefield, untap up to two lands. Cycling (, Discard this card: Draw a card.)
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Cloud Pirates
( 1)
Creature — Human Pirate
(1/1)
Flying Cloud Pirates can block only creatures with flying.
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Cloud Spirit
( 3)
Creature — Spirit
(3/1)
Flying Cloud Spirit can block only creatures with flying.
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Cloud Sprite
( 1)
Creature — Faerie
(1/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) Cloud Sprite can block only creatures with flying.
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Cloudblazer
( 5)
Creature — Human Scout
(2/2)
Flying When Cloudblazer enters the battlefield, you gain 2 life and draw two cards.
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Cloudchaser Eagle
( 4)
Creature — Bird
(2/2)
Flying When Cloudchaser Eagle enters the battlefield, destroy target enchantment.
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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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Cloudcrown Oak
( 4)
Creature — Treefolk Warrior
(3/4)
Reach (This creature can block creatures with flying.)
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Cloudfin Raptor
( 1)
Creature — Bird Mutant
(0/1)
Flying Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Cloudform
( 3)
Enchantment
When Cloudform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Cloudform to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and hexproof.
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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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