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Command Performance
( 2)
Sorcery
Choose two — • Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) • Roll to visit your Attractions. • You get . • You may put a sticker on a nonland permanent you own.
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Command the Chaff (playtest)
( 6)
Instant
Look at target opponent's sideboard. You may cast a card from that sideboard without paying its mana cost. Exile CARDNAME.
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Command the Dreadhorde
( 6)
Sorcery
Choose any number of target creature and/or planeswalker cards in graveyards. Command the Dreadhorde deals damage to you equal to the total mana value of those cards. Put them onto the battlefield under your control.
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Command Tower
( 0)
Land
: Add one mana of any color in your commander's color identity.
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Commandeer
( 7)
Instant
You may exile two blue cards from your hand rather than pay this spell's mana cost. Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters under your control.)
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Commander Eesha
( 4)
Legendary Creature — Bird Soldier
(2/4)
Flying, protection from creatures
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Commander Greven il-Vec
( 6)
Legendary Creature — Phyrexian Human Warrior
(7/5)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When Commander Greven il-Vec enters, sacrifice a creature.
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Commander Liara Portyr
( 5)
Legendary Creature — Human Soldier
(5/3)
Whenever you attack, spells you cast from exile this turn cost less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.
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Commander Mustard
( 5)
Legendary Creature — Human Soldier
(5/5)
Vigilance Other Soldiers you control have vigilance, trample, and haste. : Until end of turn, Soldiers you control gain "Whenever this creature attacks, it deals 1 damage to defending player."
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Commander Sofia Daguerre
( 4)
Legendary Creature — Human Pilot
(1/3)
Flash Crash Landing — When Commander Sofia Daguerre enters, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with ", Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
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Commander's Authority
( 5)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
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Commander's Insight
( 3)
Instant
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
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Commander's Insignia
( 4)
Enchantment
Creatures you control get +1/+1 for each time you've cast your commander from the command zone this game.
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Commander's Plate
( 1)
Artifact — Equipment
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity. Equip commander Equip
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Commander's Sphere
( 3)
Artifact
: Add one mana of any color in your commander's color identity. Sacrifice Commander's Sphere: Draw a card.
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Commanding Presence
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token."
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Commando Raid
( 3)
Instant
Until end of turn, target creature you control gains "When this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls."
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Commence the Endgame
( 6)
Instant
This spell can't be countered. Draw two cards, then amass Zombies X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Commercial District
( 0)
Land — Mountain Forest
(: Add or .) Commercial District enters tapped. When Commercial District enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Commissar Severina Raine
( 3)
Legendary Creature — Human Soldier
(2/2)
Leading from the Front — Whenever Commissar Severina Raine attacks, each opponent loses X life, where X is the number of other attacking creatures. Summary Execution — , Sacrifice another creature: You gain 2 life and draw a card.
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Commodore Guff
( 4)
Legendary Planeswalker — Guff
(5)
At the beginning of your end step, put a loyalty counter on another target planeswalker you control. +1: Create a 1/1 red Wizard creature token with ": Add . Spend this mana only to cast a planeswalker spell." −3: You draw X cards and Commodore Guff deals X damage to each opponent, where X is the number of planeswalkers you control. Commodore Guff can be your commander.
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Common Black Removal (playtest)
( 4)
Instant
Choose one. Destroy target creature, then — • Create a Food token. • Create a Treasure token. • Put a menace counter on a creature you control. • That creature's controller mills cards equal to its power.
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Common Bond
( 3)
Instant
Put a +1/+1 counter on target creature. Put a +1/+1 counter on target creature.
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Common Cause
( 3)
Enchantment
Nonartifact creatures get +2/+2 as long as they all share a color.
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Common Courtesy
( 4)
Enchantment
Whenever a player casts a spell without asking your permission while casting it, counter that spell. When a player asks you permission to cast a spell and you refuse, counter that spell and sacrifice Common Courtesy.
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Common Iguana
( 2)
Host Creature — Lizard
(1/3)
When this creature enters, you may discard a card. If you do, draw a card.
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Communal Brewing
( 3)
Enchantment
When Communal Brewing enters, any number of target opponents each draw a card. Put an ingredient counter on Communal Brewing, then put an ingredient counter on it for each card drawn this way. Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of ingredient counters on Communal Brewing.
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Commune with Dinosaurs
( 1)
Sorcery
Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Commune with Evil
( 3)
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. You gain 3 life.
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Commune with Lava
( 2)
Instant
Exile the top X cards of your library. Until the end of your next turn, you may play those cards.
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Commune with Nature
( 1)
Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Commune with Spirits
( 1)
Sorcery
Look at the top four cards of your library. You may reveal an enchantment or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Commune with the Gods
( 2)
Sorcery
Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard.
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Companion of the Trials
( 3)
Creature — Bird Soldier
(2/2)
Flying : Untap target creature. Activate only if you control a Gideon planeswalker.
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Company Commander
( 4)
Creature — Human Soldier
(2/4)
Command Section — When Company Commander enters, create a number of 1/1 white Soldier creature tokens equal to the number of opponents you have. Bring it Down — Whenever Company Commander attacks, creatures you control gain deathtouch until end of turn.
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Comparative Analysis
( 4)
Instant
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Target player draws two cards.
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Compass Gnome
( 2)
Artifact Creature — Gnome
(2/1)
When Compass Gnome enters, you may search your library for a basic land card or Cave card, reveal it, then shuffle and put that card on top.
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Compelled Duel
( 2)
Sorcery
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
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Compelling Argument
( 2)
Sorcery
Target player mills five cards. Cycling (, Discard this card: Draw a card.)
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Compelling Deterrence
( 2)
Instant
Return target nonland permanent to its owner's hand. Then that player discards a card if you control a Zombie.
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Complaints Clerk
( 4)
Creature — Sloth Beast Employee
(3/3)
When Complaints Clerk enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) Whenever you roll a 1, create a 1/1 white Clown Robot artifact creature token.
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Compleat Devotion
( 2)
Instant
Target creature you control gets +2/+2 until end of turn. If that creature has toxic, draw a card.
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Compleated Conjurer
( 0)
Creature — Phyrexian Weird
(3/3)
When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.
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Complete Disregard
( 3)
Instant
Devoid (This card has no color.) Exile target creature with power 3 or less.
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Complete the Circuit
( 6)
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.) You may cast sorcery spells this turn as though they had flash. When you next cast an instant or sorcery spell this turn, copy that spell twice. You may choose new targets for the copies.
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Complex Automaton
( 4)
Artifact Creature — Golem
(4/4)
At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand.
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Failure // Comply (Comply)
( 1)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Choose a card name. Until your next turn, your opponents can't cast spells with the chosen name.
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Component Collector
( 3)
Creature — Homunculus
(1/4)
If it's neither day nor night, it becomes day as Component Collector enters. Whenever day becomes night or night becomes day, you may tap or untap target nonland permanent.
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Component Pouch
( 3)
Artifact
, Remove a component counter from Component Pouch: Add two mana of different colors. : Roll a d20. 1–9 | Put a component counter on Component Pouch. 10–20 | Put two component counters on Component Pouch.
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Composer of Spring
( 2)
Creature — Satyr Bard
(1/3)
Constellation — Whenever an enchantment you control enters, you may put a land card from your hand onto the battlefield tapped. If you control six or more enchantments, instead you may put a creature or land card from your hand onto the battlefield tapped.
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Compost
( 2)
Enchantment
Whenever a black card is put into an opponent's graveyard from anywhere, you may draw a card.
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Compound Fracture
( 1)
Instant
Target creature gets -1/-1 until end of turn. It gets an additional -1/-1 until end of turn for each card named Compound Fracture in your graveyard.
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Compulsive Research
( 3)
Sorcery
Target player draws three cards. Then that player discards two cards unless they discard a land card.
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Compulsory Rest
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. Enchanted creature has ", Sacrifice this creature: You gain 2 life."
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Compy Swarm
( 3)
Creature — Dinosaur
(2/2)
At the beginning of your end step, if a creature died this turn, create a tapped token that's a copy of Compy Swarm.
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Concealed Courtyard
( 0)
Land
Concealed Courtyard enters tapped unless you control two or fewer other lands. : Add or .
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Concealed Weapon
( 2)
Artifact — Equipment
Equipped creature gets +3/+0. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When Concealed Weapon is turned face up, attach it to target creature you control. Equip
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Concealing Curtains
( 1)
Creature — Wall
(0/4)
Defender : Transform Concealing Curtains. Activate only as a sorcery.
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Conceited Witch
( 3)
Creature — Human Warlock
(2/3)
Menace (This creature can't be blocked except by two or more creatures.)
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Concerted Defense
( 1)
Instant
Counter target noncreature spell unless its controller pays plus an additional for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Concerted Effort
( 4)
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
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Conch Horn
( 2)
Artifact
, , Sacrifice Conch Horn: Draw two cards, then put a card from your hand on top of your library.
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Conclave Cavalier
( 4)
Creature — Centaur Knight
(4/4)
Vigilance When Conclave Cavalier dies, create two 2/2 green and white Elf Knight creature tokens with vigilance.
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Conclave Equenaut
( 6)
Creature — Human Soldier
(3/3)
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.) Flying
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Conclave Evangelist
( 5)
Creature — Elephant Cleric
(4/4)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Whenever Conclave Evangelist deals combat damage to a player, create a token that's a copy of Conclave Evangelist.
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Conclave Mentor
( 2)
Creature — Centaur Cleric
(2/2)
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on that creature instead. When Conclave Mentor dies, you gain life equal to its power.
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Conclave Naturalists
( 5)
Creature — Dryad
(4/4)
When Conclave Naturalists enters, you may destroy target artifact or enchantment.
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Conclave Phalanx
( 5)
Creature — Human Soldier
(2/4)
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.) When Conclave Phalanx enters, you gain 1 life for each creature you control.
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Conclave Sledge-Captain
( 6)
Creature — Elephant Soldier
(4/4)
Backup 1, backup 1, backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn. Each backup ability triggers separately.) Trample Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
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Conclave Tribunal
( 4)
Enchantment
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.) When Conclave Tribunal enters, exile target nonland permanent an opponent controls until Conclave Tribunal leaves the battlefield.
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Conclave's Blessing
( 4)
Enchantment — Aura
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.) Enchant creature Enchanted creature gets +0/+2 for each other creature you control.
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Concord with the Kami
( 4)
Enchantment
At the beginning of your end step, choose one or more — • Put a +1/+1 counter on target creature with a counter on it. • Draw a card if you control an enchanted creature. • Create a 1/1 colorless Spirit creature token if you control an equipped creature.
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Concussive Bolt
( 5)
Sorcery
Concussive Bolt deals 4 damage to target player or planeswalker. Metalcraft — If you control three or more artifacts, creatures controlled by that player or by that planeswalker's controller can't block this turn.
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Condemn
( 1)
Instant
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
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Condescend
( 1)
Instant
Counter target spell unless its controller pays . 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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Conduct Electricity
( 5)
Instant
Conduct Electricity deals 6 damage to target creature and 2 damage to up to one target creature token.
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Conductive Current
( 3)
Sorcery
Conductive Current deals 3 damage to each creature. Choose an instant or sorcery card in your hand. It perpetually gains "If this spell would deal noncombat damage to a permanent or player, it deals that much damage plus 2 instead."
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Conductive Machete
( 4)
Artifact — Equipment
When Conductive Machete enters, manifest dread, then attach Conductive Machete to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Equipped creature gets +2/+1. Equip
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Conductor of Cacophony
( 4)
Creature — Demon
(2/1)
Conductor of Cacophony enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Conductor of Cacophony: It deals 1 damage to each other creature and each player.
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Conduit Goblin
( 2)
Creature — Goblin Warrior
(2/2)
When Conduit Goblin enters, you get (two energy counters). At the beginning of combat on your turn, you may pay . If you do, another target creature you control gets +1/+0 and gains haste until end of turn.
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Conduit of Emrakul
( 0)
Creature — Eldrazi Werewolf
(5/4)
Whenever Conduit of Emrakul attacks, add at the beginning of your next main phase this turn.
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Conduit of Ruin
( 6)
Creature — Eldrazi
(5/5)
When you cast this spell, you may search your library for a colorless creature card with mana value 7 or greater, reveal it, then shuffle and put that card on top. The first creature spell you cast each turn costs less to cast.
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Conduit of Worlds
( 4)
Artifact
You may play lands from your graveyard. : Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
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