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Catapult Squad
( 2)
Creature — Human Soldier
(2/1)
Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature.
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Catastrophe
( 6)
Sorcery
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.
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Catch // Release (Catch)
( 3)
Sorcery
Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Catch of the Day (playtest)
( 6)
Creature — — Serpent
(?/?)
As Catch of the Day enters the battlefield, choose one for each of the following. <b>Keyword</b> → Vigilance; ward ; or islandwalk. <b>Whenever this creature attacks</b> → Scry 2; goad target creature an opponent controls; or tap target creature an opponent controls. <b>Size</b> → 6/2; 4/4; or 2/6.
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Cateran Brute
( 3)
Creature — Horror Mercenary
(2/2)
, : Search your library for a Mercenary permanent card with mana value 2 or less, put it onto the battlefield, then shuffle.
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Cateran Enforcer
( 5)
Creature — Horror Mercenary
(4/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) , : Search your library for a Mercenary permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
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Cateran Overlord
( 7)
Creature — Horror Mercenary
(7/5)
Sacrifice a creature: Regenerate Cateran Overlord. , : Search your library for a Mercenary permanent card with mana value 6 or less, put it onto the battlefield, then shuffle.
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Cateran Persuader
( 2)
Creature — Human Mercenary
(2/1)
, : Search your library for a Mercenary permanent card with mana value 1 or less, put it onto the battlefield, then shuffle.
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Cateran Slaver
( 6)
Creature — Horror Mercenary
(5/5)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) , : Search your library for a Mercenary permanent card with mana value 5 or less, put it onto the battlefield, then shuffle.
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Cateran Summons
( 1)
Sorcery
Search your library for a Mercenary card, reveal that card, put it into your hand, then shuffle.
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Caterwauling Boggart
( 4)
Creature — Goblin Shaman
(2/2)
Goblins you control and Elementals you control have menace. (They can't be blocked except by two or more creatures.)
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Cathar Commando
( 2)
Creature — Human Soldier
(3/1)
Flash (You may cast this spell any time you could cast an instant.) , Sacrifice this creature: Destroy target artifact or enchantment.
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Cathar's Call
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has vigilance and "At the beginning of your end step, create a 1/1 white Human creature token."
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Cathar's Companion
( 3)
Creature — Dog
(3/1)
Whenever you cast a noncreature spell, Cathar's Companion gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Cathars' Crusade
( 5)
Enchantment
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
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Cathar's Shield
( 0)
Artifact — Equipment
Equipped creature gets +0/+3 and has vigilance. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Cathartic Adept
( 1)
Creature — Human Wizard
(1/1)
: Target player mills a card.
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Cathartic Parting
( 2)
Sorcery
The owner of target artifact or enchantment an opponent controls shuffles it into their library. You may shuffle up to four target cards from your graveyard into your library.
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Cathartic Pyre
( 2)
Instant
Choose one — • Cathartic Pyre deals 3 damage to target creature or planeswalker. • Discard up to two cards, then draw that many cards.
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Cathartic Reunion
( 2)
Sorcery
As an additional cost to cast this spell, discard two cards. Draw three cards.
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Cathedral Acolyte
( 2)
Creature — Human Cleric
(1/2)
Each creature you control with a counter on it has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) : Put a +1/+1 counter on target creature that entered this turn.
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Cathedral Membrane
( 2)
Artifact Creature — Phyrexian Wall
(0/3)
( can be paid with either or 2 life.) Defender When Cathedral Membrane dies during combat, it deals 6 damage to each creature it blocked this combat.
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Cathedral of Serra
( 0)
Land
White legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Cathedral of War
( 0)
Land
Cathedral of War enters tapped. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) : Add .
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Cathedral Sanctifier
( 1)
Creature — Human Cleric
(1/1)
When Cathedral Sanctifier enters, you gain 3 life.
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Cathodion
( 3)
Artifact Creature — Construct
(3/3)
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Catlike Curiosity
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card." If Catlike Curiosity would be put into a graveyard from anywhere, exile it instead.
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Catti-brie of Mithral Hall
( 2)
Legendary Creature — Human Archer
(2/2)
First strike, reach Whenever Catti-brie of Mithral Hall attacks, put a +1/+1 counter on it for each Equipment attached to it. , Remove all +1/+1 counters from Catti-brie: It deals X damage to target attacking or blocking creature an opponent controls, where X is the number of counters removed this way.
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Caught in the Brights
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When a Vehicle you control attacks, exile enchanted creature.
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Caught in the Crossfire
( 2)
Instant
Spree (Choose one or more additional costs.) + — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) + — Caught in the Crossfire deals 2 damage to each non-outlaw creature.
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Caught Red-Handed
( 5)
Instant
This spell can't be countered. (This includes by the ward ability.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.)
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Cauldron Dance
( 6)
Instant
Cast this spell only during combat. Return target creature card from your graveyard to the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step. You may put a creature card from your hand onto the battlefield. That creature gains haste. Its controller sacrifices it at the beginning of the next end step.
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Cauldron Familiar
( 1)
Creature — Cat
(1/1)
When Cauldron Familiar enters, each opponent loses 1 life and you gain 1 life. Sacrifice a Food: Return Cauldron Familiar from your graveyard to the battlefield.
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Cauldron Haze
( 2)
Instant
Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Cauldron of Souls
( 5)
Artifact
: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Cauldron's Gift
( 5)
Sorcery
Adamant — If at least three black mana was spent to cast this spell, mill four cards. You may choose a creature card in your graveyard. If you do, return it to the battlefield with an additional +1/+1 counter on it.
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Caustic Bronco
( 2)
Creature — Snake Horse Mount
(2/2)
Whenever Caustic Bronco attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value if Caustic Bronco isn't saddled. Otherwise, each opponent loses that much life. 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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Caustic Caterpillar
( 1)
Creature — Insect
(1/1)
, Sacrifice Caustic Caterpillar: Destroy target artifact or enchantment.
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Caustic Crawler
( 5)
Creature — Insect
(4/3)
Landfall — Whenever a land you control enters, you may have target creature get -1/-1 until end of turn.
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Caustic Hound
( 6)
Creature — Phyrexian Dog
(4/4)
When Caustic Hound dies, each player loses 4 life.
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Caustic Tar
( 6)
Enchantment — Aura
Enchant land Enchanted land has ": Target player loses 3 life."
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Caustic Wasps
( 3)
Creature — Insect
(1/1)
Flying Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls.
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Cautery Sliver
( 2)
Creature — Sliver
(2/2)
All Slivers have ", Sacrifice this permanent: This permanent deals 1 damage to any target." All Slivers have ", Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target player, planeswalker, or Sliver creature this turn."
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Cautious Survivor
( 4)
Creature — Elf Survivor
(4/4)
Survival — At the beginning of your second main phase, if Cautious Survivor is tapped, you gain 2 life.
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Cavalcade of Calamity
( 2)
Enchantment
Whenever a creature you control with power 1 or less attacks, Cavalcade of Calamity deals 1 damage to the player or planeswalker that creature is attacking.
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Cavalier of Dawn
( 5)
Creature — Elemental Knight
(4/6)
Vigilance When Cavalier of Dawn enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token. When Cavalier of Dawn dies, return target artifact or enchantment card from your graveyard to your hand.
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Cavalier of Flame
( 5)
Creature — Elemental Knight
(6/5)
: Creatures you control get +1/+0 and gain haste until end of turn. When Cavalier of Flame enters, discard any number of cards, then draw that many cards. When Cavalier of Flame dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
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Cavalier of Gales
( 5)
Creature — Elemental Knight
(5/5)
Flying When Cavalier of Gales enters, draw three cards, then put two cards from your hand on top of your library in any order. When Cavalier of Gales dies, shuffle it into its owner's library, then 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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Cavalier of Night
( 5)
Creature — Elemental Knight
(4/5)
Lifelink When Cavalier of Night enters, you may sacrifice another creature. When you do, destroy target creature an opponent controls. When Cavalier of Night dies, return target creature card with mana value 3 or less from your graveyard to the battlefield.
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Cavalier of Thorns
( 5)
Creature — Elemental Knight
(5/6)
Reach When Cavalier of Thorns enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard. When Cavalier of Thorns dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
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Cavalry Drillmaster
( 2)
Creature — Human Knight
(2/1)
When Cavalry Drillmaster enters, target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
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Cavalry Master
( 4)
Creature — Human Knight
(3/3)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)
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Cavalry Pegasus
( 2)
Creature — Pegasus
(1/1)
Flying Whenever Cavalry Pegasus attacks, each attacking Human gains flying until end of turn.
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Cave of the Frost Dragon
( 0)
Land
If you control two or more other lands, Cave of the Frost Dragon enters tapped. : Add . : Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
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Cave Sense
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
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Cave Tiger
( 3)
Creature — Cat
(2/2)
Whenever Cave Tiger becomes blocked by a creature, Cave Tiger gets +1/+1 until end of turn.
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Cave-In
( 5)
Sorcery
You may exile a red card from your hand rather than pay this spell's mana cost. Cave-In deals 2 damage to each creature and each player.
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Cavern Crawler
( 3)
Creature — Insect
(0/3)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) : Cavern Crawler gets +1/-1 until end of turn.
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Cavern Harpy
( 2)
Creature — Harpy Beast
(2/1)
Flying When Cavern Harpy enters, return a blue or black creature you control to its owner's hand. Pay 1 life: Return Cavern Harpy to its owner's hand.
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Cavern Lampad
( 4)
Enchantment Creature — Nymph
(2/2)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Enchanted creature gets +2/+2 and has intimidate.
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Cavern of Souls
( 0)
Land
As Cavern of Souls enters, choose a creature type. : Add . : Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
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Cavern Stomper
( 6)
Creature — Dinosaur
(7/7)
When Cavern Stomper enters, 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.) : Cavern Stomper can't be blocked by creatures with power 2 or less this turn.
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Cavern Thoctar
( 6)
Creature — Beast
(5/5)
: Cavern Thoctar gets +1/+0 until end of turn.
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Cavern Whisperer
( 5)
Creature — Nightmare
(4/4)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature mutates, each opponent discards a card.
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Cavern-Hoard Dragon
( 9)
Creature — Dragon
(6/6)
This spell costs less to cast, where X is the greatest number of artifacts an opponent controls. Flying, trample, haste Whenever Cavern-Hoard Dragon deals combat damage to a player, you create a Treasure token for each artifact that player controls.
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Cavernous Maw
( 0)
Land — Cave
: Add . : Cavernous Maw becomes a 3/3 Elemental creature until end of turn. It's still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.
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Caverns of Despair
( 4)
World Enchantment
No more than two creatures can attack each combat. No more than two creatures can block each combat.
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Caves of Chaos Adventurer
( 4)
Creature — Human Barbarian
(5/3)
Trample When Caves of Chaos Adventurer enters, you take the initiative. Whenever Caves of Chaos Adventurer attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
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Cayth, Famed Mechanist
( 4)
Legendary Creature — Dwarf Artificer
(3/3)
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.) Other nontoken creatures you control have fabricate 1. , : Choose one — • Populate. • Proliferate.
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Cazur, Ruthless Stalker
( 4)
Legendary Creature — Human Warrior
(3/3)
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.) Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
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Cease // Desist (Cease)
( 2)
Instant
Exile up to two target cards from a single graveyard. Target player gains 2 life and draws a card.
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Cease-Fire
( 3)
Instant
Target player can't cast creature spells this turn. Draw a card.
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Ceaseless Searblades
( 4)
Creature — Elemental Warrior
(2/4)
Whenever you activate an ability of an Elemental, Ceaseless Searblades gets +1/+0 until end of turn.
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Celeborn the Wise
( 4)
Legendary Creature — Elf Noble
(3/3)
Whenever you attack with one or more Elves, scry 1. Whenever you scry, Celeborn the Wise gets +1/+1 until end of turn for each card looked at while scrying this way.
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Celebr-8000
( 5)
Artifact Creature — Clown Robot
(3/3)
At the beginning of combat on your turn, roll two six-sided dice. For each result of 1, Celebr-8000 gets +1/+1 until end of turn. For each other result, it gains the indicated ability until end of turn. If you rolled doubles, it also gains double strike until end of turn. • 2 — menace • 5 — flying • 3 — vigilance • 6 — indestructible • 4 — lifelink
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Celebrate the Harvest
( 4)
Sorcery
Search your library for up to X basic land cards, where X is the number of different powers among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
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Celebrity Fencer
( 4)
Creature — Elf Druid
(3/2)
Alliance — Whenever another creature you control enters, put a +1/+1 counter on Celebrity Fencer.
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Celestial Ancient
( 5)
Creature — Elemental
(3/3)
Flying Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control.
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Celestial Archon
( 5)
Enchantment Creature — Archon
(4/4)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying, first strike Enchanted creature gets +4/+4 and has flying and first strike.
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Celestial Armor
( 3)
Artifact — Equipment
Flash (You may cast this spell any time you could cast an instant.) When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn. Equipped creature gets +2/+0 and has flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Celestial Convergence
( 4)
Enchantment
Celestial Convergence enters with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
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Celestial Crusader
( 4)
Creature — Spirit
(2/2)
Flash Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Flying Other white creatures get +1/+1.
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Celestial Dawn
( 3)
Enchantment
Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
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Celestial Flare
( 2)
Instant
Target player sacrifices an attacking or blocking creature of their choice.
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Celestial Force
( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, you gain 3 life.
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Celestial Gatekeeper
( 5)
Creature — Bird Cleric
(2/2)
Flying When Celestial Gatekeeper dies, exile it, then return up to two target Bird and/or Cleric permanent cards from your graveyard to the battlefield.
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Celestial Judgment
( 6)
Sorcery
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
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Celestial Kirin
( 4)
Legendary Creature — Kirin Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's mana value.
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Celestial Mantle
( 6)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3. Whenever enchanted creature deals combat damage to a player, double its controller's life total.
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Celestial Messenger
( 4)
Creature — Bird Spirit
(3/2)
Flash (You may cast this card any time you could cast an instant.) Flying Celestial Messenger gets +1/+1 as long as you control a Yanling planeswalker.
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Celestial Regulator
( 3)
Creature — Angel Advisor
(2/3)
Flying When Celestial Regulator enters, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
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