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Budoka Gardener
( 2)
Creature — Human Monk
(2/1)
: You may put a land card from your hand onto the battlefield. If you control ten or more lands, flip Budoka Gardener.
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Burden of Greed
( 4)
Instant
Target player loses 1 life for each tapped artifact they control.
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Burden of Guilt
( 1)
Enchantment — Aura
Enchant creature : Tap enchanted creature.
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Burden of Proof
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +2/+2 as long as it's a Detective you control. Otherwise, it has base power and toughness 1/1 and can't block Detectives.
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Burning Cinder Fury of Crimson Chaos Fire
( 4)
Enchantment
Whenever any player taps a permanent, that player choose one of their opponents. The chosen player gains control of that permanent at the beginning of the next end step. At the beginning of each player's end step, if that player didn't tap any nonland permanents that turn, Burning Cinder Fury of Crimson Chaos Fire deals 3 damage to that player.
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Burning of Xinye
( 6)
Sorcery
You destroy four lands you control, then target opponent destroys four lands they control. Then Burning of Xinye deals 4 damage to each creature.
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Burnt Offering
( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Add X mana in any combination of and/or , where X is the sacrificed creature's mana value.
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Burst of Speed
( 1)
Sorcery
Creatures you control gain haste until end of turn. (They can attack and even if they just came under your control.)
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Butcher of Malakir
( 7)
Creature — Vampire Warrior
(5/4)
Flying Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature of their choice.
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Butcher of the Horde
( 4)
Creature — Demon
(5/4)
Flying Sacrifice another creature: Butcher of the Horde gains your choice of vigilance, lifelink, or haste until end of turn.
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Byrke, Long Ear of the Law
( 6)
Legendary Creature — Rabbit Soldier
(4/4)
Vigilance When Byrke, Long Ear of the Law enters, put a +1/+1 counter on each of up to two target creatures. Whenever a creature you control with a +1/+1 counter on it attacks, double the number of +1/+1 counters on it.
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Cadira, Caller of the Small
( 3)
Legendary Creature — Orc Ranger
(3/3)
Trample Whenever Cadira, Caller of the Small deals combat damage to a player, for each token you control, create a 1/1 white Rabbit creature token.
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Caduceus, Staff of Hermes
( 3)
Legendary Artifact — Equipment
Equipped creature has lifelink. As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature." Equip
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Caetus, Sea Tyrant of Segovia
( 0)
Legendary Creature — Serpent
(3/3)
Noncreature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a noncreature spell pays for or one mana of that creature's color.) At the beginning of your end step, untap up to four target creatures.
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Cage of Hands
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. : Return Cage of Hands to its owner's hand.
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Calamity of Cinders
( 7)
Sorcery
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.) Calamity of Cinders deals 6 damage to each untapped creature.
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Calamity of the Titans
( 6)
Sorcery
As an additional cost to cast this spell, reveal a colorless creature card from your hand. Exile each creature and planeswalker with mana value less than the revealed card's mana value.
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Call In a Professional
( 3)
Instant
Players can't gain life this turn. Damage can't be prevented this turn. Call In a Professional deals 3 damage to any target. (Shield counters don't prevent this damage as they're removed.)
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Call of the Death-Dweller
( 3)
Sorcery
Return up to two target creature cards with total mana value 3 or less from your graveyard to the battlefield. Put a deathtouch counter on either of them. Then put a menace counter on either of them.
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Call of the Full Moon
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of each upkeep, if a player cast two or more spells last turn, sacrifice Call of the Full Moon.
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Call of the Herd
( 3)
Sorcery
Create a 3/3 green Elephant creature token. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Call of the Nightwing
( 4)
Sorcery
Create a 1/1 blue and black Horror creature token with flying. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Call of the Ring
( 2)
Enchantment
At the beginning of your upkeep, the Ring tempts you. Whenever you choose a creature as your Ring-bearer, you may pay 2 life. If you do, draw a card.
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Callaphe, Beloved of the Sea
( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Callaphe's power is equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.) Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
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Caller of the Claw
( 3)
Creature — Elf
(2/2)
Flash When Caller of the Claw enters, create a 2/2 green Bear creature token for each nontoken creature put into your graveyard from the battlefield this turn.
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Caller of the Hunt
( 3)
Creature — Human
(*/*)
As an additional cost to cast this spell, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures of the chosen type on the battlefield.
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Caller of the Pack
( 7)
Creature — Beast
(8/6)
Trample 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.)
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Caller of the Untamed
( 4)
Creature — Elf Shaman
(2/4)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile a creature card you drafted that isn't in your deck. , : Create a token that's a copy of a card you exiled with cards named Caller of the Untamed. X is the mana value of that card.
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Campaign of Vengeance
( 5)
Enchantment
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.
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Candles of Leng
( 2)
Artifact
, : Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.
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Cao Cao, Lord of Wei
( 5)
Legendary Creature — Human Soldier
(3/3)
: Target opponent discards two cards. Activate only during your turn, before attackers are declared.
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capital offense
( 4)
instant
target creature gets -x/-x until end of turn, where x is the number of times a capital letter appears in its rules text. (ignore reminder text and flavor text.)
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Captain of the Mists
( 3)
Creature — Human Wizard
(2/3)
Whenever another Human you control enters, untap Captain of the Mists. , : You may tap or untap target permanent.
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Captain of the Watch
( 6)
Creature — Human Soldier
(3/3)
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When Captain of the Watch enters, create three 1/1 white Soldier creature tokens.
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Captain of Umbar
( 3)
Creature — Human Pirate
(2/3)
, : Draw a card, then discard a card.
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Caress of Phyrexia
( 5)
Sorcery
Target player draws three cards, loses 3 life, and gets three poison counters.
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Carnival of Souls
( 2)
Enchantment
Whenever a creature enters, you lose 1 life and add .
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Carpet of Flowers
( 1)
Enchantment
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
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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 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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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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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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Casting of Bones
( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, draw three cards, then discard one of them.
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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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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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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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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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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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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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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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Centaur of Attention
( 5)
Creature — Centaur Performer
(3/3)
When Centaur of Attention enters, roll five six-sided dice and store those results on it. At the beginning of combat on your turn, you may reroll any number of Centaur of Attention's stored results. Centaur of Attention gets +X/+X, where X is the greatest number of stored results on it of the same value.
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Chain of Acid
( 4)
Sorcery
Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy.
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Chain of Plasma
( 2)
Instant
Chain of Plasma deals 3 damage to any target. Then that player or that permanent's controller may discard a card. If the player does, they may copy this spell and may choose a new target for that copy.
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Chain of Silence
( 2)
Instant
Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.
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Chain of Smog
( 2)
Sorcery
Target player discards two cards. That player may copy this spell and may choose a new target for that copy.
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Chain of Vapor
( 1)
Instant
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.
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Chains of Custody
( 3)
Enchantment — Aura
Enchant creature you control When Chains of Custody enters, exile target nonland permanent an opponent controls until Chains of Custody leaves the battlefield. Enchanted creature has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Chains of Mephistopheles
( 2)
Enchantment
If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.
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Chalice of Life
( 3)
Artifact
: You gain 1 life. Then if you have at least 10 life more than your starting life total, transform Chalice of Life.
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Chalice of the Void
( 0)
Artifact
Chalice of the Void enters with X charge counters on it. Whenever a player casts a spell with mana value equal to the number of charge counters on Chalice of the Void, counter that spell.
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Chamber of Manipulation
( 4)
Enchantment — Aura
Enchant land Enchanted land has ", Discard a card: Gain control of target creature until end of turn."
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Champion of Arashin
( 4)
Creature — Dog Warrior
(3/2)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Champion of Dusk
( 5)
Creature — Vampire Knight
(4/4)
When Champion of Dusk enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
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