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Cartographer's Hawk
( 2)
Creature — Bird
(2/1)
Flying When Cartographer's Hawk deals combat damage to a player who controls more lands than you, return it to its owner's hand. If you do, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Cartographer's Survey
( 4)
Sorcery
Look at the top seven cards of your library. Put up to two land cards from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
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Cartouche of Ambition
( 3)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Ambition enters, you may put a -1/-1 counter on target creature. Enchanted creature gets +1/+1 and has lifelink.
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Cartouche of Knowledge
( 2)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Knowledge enters, draw a card. Enchanted creature gets +1/+1 and has flying.
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Cartouche of Solidarity
( 1)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Solidarity enters, create a 1/1 white Warrior creature token with vigilance. Enchanted creature gets +1/+1 and has first strike. (It deals combat damage before creatures without first strike.)
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Cartouche of Strength
( 3)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Strength enters, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.
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Cartouche of Zeal
( 1)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Zeal enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste. (It can attack and no matter when it came under your control.)
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Case File Auditor
( 3)
Creature — Human Detective
(1/4)
When Case File Auditor enters and whenever you solve a Case, look at the top six cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. You may spend mana as though it were mana of any color to cast Case spells.
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Case of the Burning Masks
( 3)
Enchantment — Case
When this Case enters, it deals 3 damage to target creature an opponent controls. To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
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Case of the Crimson Pulse
( 3)
Enchantment — Case
When this Case enters, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
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Case of the Filched Falcon
( 1)
Enchantment — Case
When this Case enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") To solve — You control three or more artifacts. (If unsolved, solve at the beginning of your end step.) Solved — , Sacrifice this Case: Put four +1/+1 counters on target noncreature artifact. It becomes a 0/0 Bird creature with flying in addition to its other types.
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Case of the Gateway Express
( 2)
Enchantment — Case
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature. To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.) Solved — Creatures you control get +1/+0.
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Case of the Gorgon's Kiss
( 1)
Enchantment — Case
When this Case enters, destroy up to one target creature that was dealt damage this turn. To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.) Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.
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Case of the Locked Hothouse
( 4)
Enchantment — Case
You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
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Case of the Pilfered Proof
( 2)
Enchantment — Case
Whenever a Detective you control enters or is turned face up, put a +1/+1 counter on it. To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.) Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Case of the Ransacked Lab
( 3)
Enchantment — Case
Instant and sorcery spells you cast cost less to cast. To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast an instant or sorcery spell, draw a card.
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Case of the Shattered Pact
( 2)
Enchantment — Case
When this Case enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
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Case of the Shifting Visage
( 3)
Enchantment — Case
At the beginning of your upkeep, surveil 1. To solve — There are fifteen or more cards in your graveyard. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast a nonlegendary creature spell, copy that spell. (The copy becomes a token.)
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Case of the Stashed Skeleton
( 2)
Enchantment — Case
When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.) To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.) Solved — , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
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Case of the Trampled Garden
( 3)
Enchantment — Case
When this Case enters, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
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Case of the Uneaten Feast
( 1)
Enchantment — Case
Whenever a creature you control enters, you gain 1 life. To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
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Case the Joint
( 4)
Instant
Draw two cards, then look at the top card of each player's library.
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Cass, Hand of Vengeance
( 4)
Legendary Creature — Human Ranger
(4/3)
Vigilance Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
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Cast Down
( 2)
Instant
Destroy target nonlegendary creature.
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Cast into Darkness
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0 and can't block.
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Cast into the Fire
( 2)
Instant
Choose one — • Cast into the Fire deals 1 damage to each of up to two target creatures. • Exile target artifact.
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Realm-Cloaked Giant (Cast Off)
( 5)
Sorcery — Adventure
Destroy all non-Giant creatures. (Then exile this card. You may cast the creature later from exile.)
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Cast Out
( 4)
Enchantment
Flash When Cast Out enters, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield. Cycling (, Discard this card: Draw a card.)
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Cast Through Time
( 7)
Enchantment
Instant and sorcery spells you control have rebound. (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
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Casting of Bones
( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, draw three cards, then discard one of them.
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Castle Raptors
( 5)
Creature — Bird Soldier
(3/3)
Flying As long as Castle Raptors is untapped, it gets +0/+2.
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Casualties of War
( 6)
Sorcery
Choose one or more — • Destroy target artifact. • Destroy target creature. • Destroy target enchantment. • Destroy target land. • Destroy target planeswalker.
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Cat Collector
( 3)
Creature — Human Citizen
(3/2)
When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.") Whenever you gain life for the first time during each of your turns, create a 1/1 white Cat creature token.
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Cat Warriors
( 3)
Creature — Cat Warrior
(2/2)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Cataclysmic Prospecting
( 2)
Sorcery
Cataclysmic Prospecting deals X damage to each creature. For each mana from a Desert spent to cast this spell, create a tapped Treasure token.
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Catacomb Dragon
( 6)
Creature — Dragon
(4/4)
Flying Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature's power, rounded down.
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Catacomb Sifter
( 3)
Creature — Eldrazi Drone
(2/3)
Devoid (This card has no color.) When Catacomb Sifter enters, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this creature: Add ." Whenever another creature you control dies, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Catalog
( 3)
Instant
Draw two cards, then discard a card.
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Catalyst Stone
( 2)
Artifact
Flashback costs you pay cost less. Flashback costs your opponents pay cost more.
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Catapult Fodder
( 3)
Creature — Zombie
(1/5)
At the beginning of combat on your turn, if you control three or more creatures that each have toughness greater than their power, transform Catapult Fodder.
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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 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 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 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 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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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 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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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 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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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 Hound
( 6)
Creature — Phyrexian Dog
(4/4)
When Caustic Hound dies, each player loses 4 life.
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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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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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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-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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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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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 Force
( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, you gain 3 life.
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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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Celestial Sword
( 6)
Artifact
, : Target creature you control gets +3/+3 until end of turn. Its controller sacrifices it at the beginning of the next end step.
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Celestial Unicorn
( 3)
Creature — Unicorn
(3/2)
Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
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Cellar Door
( 2)
Artifact
, : Target player puts the bottom card of their library into their graveyard. If it's a creature card, you create a 2/2 black Zombie creature token.
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Cement Shoes
( 1)
Artifact — Equipment
Equipped creature gets +3/+3 and has "At the beginning of your end step, tap this creature." Equipped creature doesn't untap during its controller's untap step. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Cemetery Desecrator
( 6)
Creature — Zombie
(4/4)
Menace When Cemetery Desecrator enters or dies, exile another card from a graveyard. When you do, choose one — • Remove X counters from target permanent, where X is the mana value of the exiled card. • Target creature an opponent controls gets -X/-X until end of turn, where X is the mana value of the exiled card.
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Cemetery Illuminator
( 3)
Creature — Spirit
(2/3)
Flying Whenever Cemetery Illuminator enters or attacks, exile a card from a graveyard. You may look at the top card of your library any time. Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with Cemetery Illuminator.
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Cemetery Protector
( 4)
Creature — Human Soldier
(3/4)
Flash When Cemetery Protector enters, exile a card from a graveyard. Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
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Cemetery Prowler
( 3)
Creature — Wolf
(3/4)
Vigilance Whenever Cemetery Prowler enters or attacks, exile a card from a graveyard. Spells you cast cost less to cast for each card type they share with cards exiled with Cemetery Prowler.
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