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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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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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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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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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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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Conduit of Emrakul
( 0)
Creature — Eldrazi Werewolf
(5/4)
Whenever this creature attacks, add at the beginning of your next main phase this turn.
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Cone of Flame
( 5)
Sorcery
Cone of Flame deals 1 damage to any target, 2 damage to another target, and 3 damage to a third target.
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Confidence from Strength
( 3)
Sorcery
Target creature gets +4/+4 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Confirm Suspicions
( 5)
Instant
Counter target spell. Investigate three times. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Confounding Conundrum
( 2)
Enchantment
When Confounding Conundrum enters, draw a card. Whenever a land enters under an opponent's control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
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Conifer Wurm
( 5)
Snow Creature — Wurm
(4/4)
Trample : Conifer Wurm gets +X/+X until end of turn, where X is the number of snow permanents you control.
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Conjurer's Mantle
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and has vigilance. Whenever equipped creature attacks, look at the top six cards of your library. You may reveal a card that shares a creature type with that creature from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Equip
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Conquering Manticore
( 6)
Creature — Manticore
(5/5)
Flying When Conquering Manticore enters, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
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Consign to Dream
( 3)
Instant
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.
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Consign to Memory
( 1)
Instant
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Counter target triggered ability or colorless spell.
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Constable of the Realm
( 5)
Creature — Giant Soldier
(3/3)
Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.) Whenever one or more +1/+1 counters are put on Constable of the Realm, exile up to one other target nonland permanent until Constable of the Realm leaves the battlefield.
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Constant Mists
( 2)
Instant
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn.
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Consecrate // Consume (Consume)
( 4)
Sorcery
Target player sacrifices a creature with the greatest power among creatures they control. You gain life equal to its power.
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Consume Spirit
( 2)
Sorcery
Spend only black mana on X. Consume Spirit deals X damage to any target and you gain X life.
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Consume Strength
( 3)
Instant
Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.
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Consume the Meek
( 5)
Instant
Destroy each creature with mana value 3 or less. They can't be regenerated.
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Consumed by Greed
( 3)
Instant
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Target opponent sacrifices a creature with the greatest power among creatures they control. If the gift was promised, return target creature card from your graveyard to your hand.
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Consuming Aberration
( 5)
Creature — Horror
(*/*)
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
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Consuming Aetherborn
( 4)
Creature — Aetherborn Vampire
(2/2)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Lifelink
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Consuming Ashes
( 4)
Instant
Exile target creature. If it had mana value 3 or less, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Consuming Blob
( 5)
Creature — Ooze
(*/*+1)
Consuming Blob's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1. At the beginning of your end step, create a green Ooze creature token with "This creature's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1."
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Consuming Bonfire
( 5)
Kindred Sorcery — Elemental
Choose one — • Consuming Bonfire deals 4 damage to target non-Elemental creature. • Consuming Bonfire deals 7 damage to target Treefolk creature.
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Consuming Corruption
( 2)
Instant
Consuming Corruption deals X damage to target creature or planeswalker and you gain X life, where X is the number of Swamps you control.
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Consuming Ferocity
( 2)
Enchantment — Aura
Enchant non-Wall creature Enchanted creature gets +1/+0. At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated.
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Consuming Fervor
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has "At the beginning of your upkeep, put a -1/-1 counter on this creature."
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Consuming Oni
( 4)
Creature — — Ogre Demon
(6/6)
Flying, menace At the beginning of your end step, a random nonland card in your hand perpetually gains "When you cast this spell, you lose 3 life."
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Consuming Sepulcher
( 0)
Artifact
At the beginning of your upkeep, each opponent loses 1 life and you gain 1 life.
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Consuming Sinkhole
( 4)
Instant
Devoid (This card has no color.) Choose one — • Exile target land creature. • Consuming Sinkhole deals 4 damage to target player or planeswalker.
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Consuming Tide
( 4)
Sorcery
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
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Consuming Vapors
( 4)
Sorcery
Target player sacrifices a creature of their choice. You gain life equal to that creature's toughness. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Consuming Vortex
( 2)
Instant — Arcane
Return target creature to its owner's hand. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Contagious Nim
( 3)
Creature — Phyrexian Zombie
(2/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Containment Breach
( 3)
Sorcery — Lesson
Destroy target artifact or enchantment. If its mana value is 2 or less, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
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Containment Construct
( 2)
Artifact Creature — Construct
(2/1)
Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.
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Containment Membrane
( 3)
Enchantment — Aura
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Enchant creature Enchanted creature doesn't untap during its controller's untap step.
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Containment Priest
( 2)
Creature — Human Cleric
(2/2)
Flash If a nontoken creature would enter and it wasn't cast, exile it instead.
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Contaminant Grafter
( 5)
Creature — Phyrexian Druid
(5/5)
Trample, toxic 1 Whenever one or more creatures you control deal combat damage to one or more players, proliferate. Corrupted — At the beginning of your end step, if an opponent has three or more poison counters, draw a card, then you may put a land card from your hand onto the battlefield.
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Contaminated Bond
( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Whenever enchanted creature attacks or blocks, its controller loses 3 life.
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Contaminated Drink
( 2)
Instant
Draw X cards, then you get half X rad counters, rounded up.
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Contaminated Ground
( 2)
Enchantment — Aura
Enchant land Enchanted land is a Swamp. Whenever enchanted land becomes tapped, its controller loses 2 life.
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Contamination
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature. If a land is tapped for mana, it produces instead of any other type and amount.
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Contemplation
( 3)
Enchantment
Whenever you cast a spell, you gain 1 life.
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Contempt
( 2)
Enchantment — Aura
Enchant creature When enchanted creature attacks, return it and Contempt to their owners' hands at end of combat.
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Contested Game Ball
( 2)
Artifact
Whenever you're dealt combat damage, the attacking player gains control of Contested Game Ball and untaps it. , : Draw a card and put a point counter on Contested Game Ball. Then if it has five or more point counters on it, sacrifice it and create a Treasure token.
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Contortionist Otter Storm
( 0)
Stickers
2 — : Target creature gains haste until end of turn. 4 — Deathtouch, lifelink 2 — 5/1 3 — 3/5
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Contract from Below
( 1)
Sorcery
Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, ante the top card of your library, then draw seven cards.
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Control Magic
( 4)
Enchantment — Aura
Enchant creature You control enchanted creature.
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Conundrum Sphinx
( 4)
Creature — Sphinx
(4/4)
Flying Whenever Conundrum Sphinx attacks, each player chooses a card name. Then each player reveals the top card of their library. If the card a player revealed has the name they chose, that player puts it into their hand. If it doesn't, that player puts it on the bottom of their library.
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Convergence of Dominion
( 3)
Artifact
Dynastic Command Node — As long as you control your commander, activated abilities of cards in your graveyard cost less to activate. This effect can't reduce the mana in that ability's activation cost to less than one mana. Translocation Protocols — , : Mill three cards.
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Convert to Slime
( 5)
Sorcery
Destroy up to one target artifact, up to one target creature, and up to one target enchantment. Delirium — Then if there are four or more card types among cards in your graveyard, create an X/X green Ooze creature token, where X is the total mana value of permanents destroyed this way.
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Convincing Mirage
( 2)
Enchantment — Aura
Enchant land As Convincing Mirage enters, choose a basic land type. Enchanted land is the chosen type.
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Copper Gnomes
( 2)
Artifact Creature — Gnome
(1/1)
, Sacrifice Copper Gnomes: You may put an artifact card from your hand onto the battlefield.
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Copper Myr
( 2)
Artifact Creature — Myr
(1/1)
: Add .
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Copy Enchantment
( 3)
Enchantment
You may have Copy Enchantment enter as a copy of any enchantment on the battlefield.
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Coral Helm
( 3)
Artifact
, Discard a card at random: Target creature gets +2/+2 until end of turn.
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Coralhelm Chronicler
( 3)
Creature — Merfolk Wizard
(2/2)
Whenever you cast a kicked spell, draw a card, then discard a card. When Coralhelm Chronicler enters, look at the top five cards of your library. You may reveal a card with a kicker ability 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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Coralhelm Commander
( 2)
Creature — Merfolk Soldier
(2/2)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 3/3 Flying LEVEL 4+ 4/4 Flying Other Merfolk creatures you control get +1/+1.
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Coralhelm Guide
( 2)
Creature — Merfolk Scout Ally
(2/1)
: Target creature can't be blocked this turn.
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Coram, the Undertaker
( 4)
Legendary Creature — Human Warrior
(0/5)
Coram, the Undertaker gets +X/+0, where X is the greatest power among creature cards in all graveyards. Whenever Coram attacks, each player mills a card. During each of your turns, you may play a land and cast a spell from among cards in graveyards that were put there from libraries this turn.
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Cordial Vampire
( 2)
Creature — Vampire
(1/1)
Whenever Cordial Vampire or another creature dies, put a +1/+1 counter on each Vampire you control.
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Cornered Market
( 3)
Enchantment
Players can't cast spells with the same name as a nontoken permanent. Players can't play nonbasic lands with the same name as a nontoken permanent.
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Corpsejack Menace
( 4)
Creature — Fungus
(4/4)
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on it instead.
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Corridor Monitor
( 2)
Artifact Creature — Construct
(1/4)
When Corridor Monitor enters, untap target artifact or creature you control.
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Corrosive Mentor
( 3)
Creature — Elemental Rogue
(1/3)
Black creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)
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Corsairs of Umbar
( 4)
Creature — Human Pirate
(3/3)
: Target Goblin, Orc, or Pirate can't be blocked this turn. Whenever Corsairs of Umbar deals combat damage to a player, amass Orcs 3. (Put three +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Coruscation Mage
( 2)
Creature — Otter Wizard
(2/2)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
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Cosima, God of the Voyage
( 3)
Legendary Creature — God
(2/4)
At the beginning of your upkeep, you may exile Cosima. If you do, it gains "Whenever a land you control enters, if Cosima is exiled, you may put a voyage counter on it. If you don't, return Cosima to the battlefield with X +1/+1 counters on it and draw X cards, where X is the number of voyage counters on it."
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Cosmic Epiphany
( 6)
Sorcery
Draw cards equal to the number of instant and sorcery cards in your graveyard.
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