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Shrouded Shepherd (Cleave Shadows)
( 2)
Sorcery — Adventure
Creatures your opponents control get -1/-1 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Cleaver Blow (playtest)
( 2)
Instant
Multicleave (You may pay an additional any number of times as you cast this spell. For each time you do, choose a paired set of square brackets and remove the words in between.) Destroy target nonblack creature with mana value 3 or less an opponent controls. You and its controller each draw a card and lose 2 life. Create a tapped 1/1 white Spirit creature token with flying.
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Cleaving Reaper
( 5)
Creature — Angel Berserker
(5/3)
Flying, trample Pay 3 life: Return Cleaving Reaper from your graveyard to your hand. Activate only if you had an Angel or Berserker enter the battlefield under your control this turn.
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Cleopatra, Exiled Pharaoh
( 4)
Legendary Creature — Human Noble
(2/4)
Allies — At the beginning of your end step, put a +1/+1 counter on each of up to two other target legendary creatures. Betrayal — Whenever a legendary creature with counters on it dies, draw a card for each counter on it. You lose 2 life.
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Cleric of Chill Depths
( 2)
Creature — Merfolk Cleric
(1/3)
Whenever Cleric of Chill Depths blocks a creature, that creature doesn't untap during its controller's next untap step.
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Clever Impersonator
( 4)
Creature — Shapeshifter
(0/0)
You may have Clever Impersonator enter as a copy of any nonland permanent on the battlefield.
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Cliffhaven Vampire
( 4)
Creature — Vampire Warrior Ally
(2/4)
Flying Whenever you gain life, each opponent loses 1 life.
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Clifftop Lookout
( 3)
Creature — Frog Scout
(1/2)
Reach When Clifftop Lookout enters, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
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Clifftop Retreat
( 0)
Land
Clifftop Retreat enters tapped unless you control a Mountain or a Plains. : Add or .
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Clip Wings
( 2)
Instant
Each opponent sacrifices a creature of their choice with flying.
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Cloakwood Swarmkeeper
( 1)
Creature — Elf Ranger
(1/1)
Gathered Swarm — Whenever one or more tokens you control enter, put a +1/+1 counter on Cloakwood Swarmkeeper.
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Clocknapper
( 5)
Creature — Human Spy
(2/2)
When Clocknapper enters, choose beginning phase, first main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)
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Clockspinning
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.
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Clockwork Percussionist
( 1)
Artifact Creature — Monkey Toy
(1/1)
Haste When Clockwork Percussionist dies, exile the top card of your library. You may play it until the end of your next turn.
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Cloud Pirates
( 1)
Creature — Human Pirate
(1/1)
Flying Cloud Pirates can block only creatures with flying.
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Cloud Spirit
( 3)
Creature — Spirit
(3/1)
Flying Cloud Spirit can block only creatures with flying.
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Cloud Sprite
( 1)
Creature — Faerie
(1/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) Cloud Sprite can block only creatures with flying.
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Cloudfin Raptor
( 1)
Creature — Bird Mutant
(0/1)
Flying Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Cloudpiercer
( 5)
Creature — Dinosaur
(5/4)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Reach Whenever this creature mutates, you may discard a card. If you do, draw a card.
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Cloudpost
( 0)
Land — Locus
Cloudpost enters tapped. : Add for each Locus on the battlefield.
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Cloudreader Sphinx
( 5)
Creature — Sphinx
(3/4)
Flying When Cloudreader Sphinx 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.)
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Coastal Piracy
( 4)
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
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Cobra Trap
( 6)
Instant — Trap
If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay rather than pay this spell's mana cost. Create four 1/1 green Snake creature tokens.
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Codespell Cleric
( 1)
Creature — Human Cleric
(1/1)
Vigilance When Codespell Cleric enters, if it was the second spell you cast this turn, put a +1/+1 counter on target creature.
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Coercive Portal
( 4)
Artifact
Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice Coercive Portal and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card.
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Coffin Puppets
( 5)
Creature — Zombie
(3/3)
Sacrifice two lands: Return Coffin Puppets from your graveyard to the battlefield. Activate only during your upkeep and only if you control a Swamp.
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Coffin Purge
( 1)
Instant
Exile target card from a graveyard. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cogwork Spy
( 3)
Artifact Creature — Bird Construct
(2/1)
Reveal Cogwork Spy as you draft it. You may look at the next card drafted from this booster pack. Flying
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Cogworker's Puzzleknot
( 2)
Artifact
When Cogworker's Puzzleknot enters, create a 1/1 colorless Servo artifact creature token. , Sacrifice Cogworker's Puzzleknot: Create a 1/1 colorless Servo artifact creature token.
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Cold Snap
( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow lands they control.
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Cold-Water Snapper
( 6)
Creature — Turtle
(4/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Colfenor's Plans
( 4)
Enchantment
When Colfenor's Plans enters, exile the top seven cards of your library face down. You may look at the cards exiled with Colfenor's Plans, and you may play lands and cast spells from among those cards. Skip your draw step. You can't cast more than one spell each turn.
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Collapsing Borders
( 4)
Enchantment
Domain — At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands they control. Then Collapsing Borders deals 3 damage to that player.
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Collected Company
( 4)
Instant
Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
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Collector Ouphe
( 2)
Creature — Ouphe
(2/2)
Activated abilities of artifacts can't be activated.
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Collector Protector
( 5)
Creature — Human Gamer
(2/5)
, Give an opponent a nonland card you own from outside the game: Prevent the next 1 damage that would be dealt to you or Collector Protector this turn.
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Colorful Feiyi Sparrow
( 2)
Creature — Bird
(1/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Colossal Badger
( 6)
Creature — Badger
(6/5)
When Colossal Badger enters, you gain 3 life.
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Colossal Plow
( 2)
Artifact — Vehicle
(6/3)
Whenever Colossal Plow attacks, add and you gain 3 life. Until end of turn, you don't lose this mana as steps and phases end. Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)
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Combat Calligrapher
( 4)
Creature — Bird Cleric
(3/3)
Flying Inklings can't attack you or planeswalkers you control. Whenever a player attacks one of your opponents, that attacking player creates a tapped 2/1 white and black Inkling creature token with flying that's attacking that opponent.
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Combat Professor
( 4)
Creature — Bird Cleric
(2/3)
Flying At the beginning of combat on your turn, target creature you control gets +1/+0 and gains vigilance until end of turn.
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Comet, Stellar Pup
( 4)
Legendary Planeswalker — Comet
(5)
0: Roll a six-sided die. 1 or 2 — +2, then create two 1/1 green Squirrel creature tokens. They gain haste until end of turn. 3 — −1, then return a card with mana value 2 or less from your graveyard to your hand. 4 or 5 — Comet, Stellar Pup deals damage equal to the number of loyalty counters on him to a creature or player, then −2. 6 — +1, and you may activate Comet, Stellar Pup's loyalty ability two more times this turn.
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Comeuppance
( 4)
Instant
Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.
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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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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'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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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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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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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 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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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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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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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 Pylons
( 0)
Land — Desert
When Conduit Pylons enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) : Add . , : Add one mana of any color.
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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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Confront the Past
( 1)
Sorcery — Lesson
Choose one — • Return target planeswalker card with mana value X or less from your graveyard to the battlefield. • Remove twice X loyalty counters from target planeswalker an opponent controls.
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Conqueror's Pledge
( 5)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Create six 1/1 white Kor Soldier creature tokens. If this spell was kicked, create twelve of those tokens instead.
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Conscripted Infantry
( 3)
Creature — Human Soldier
(3/1)
When Conscripted Infantry dies, create a 1/1 colorless Soldier artifact creature token.
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Consecrated Sphinx
( 6)
Creature — Sphinx
(4/6)
Flying Whenever an opponent draws a card, you may draw two cards.
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Consign to the Pit
( 6)
Sorcery
Destroy target creature. Consign to the Pit deals 2 damage to that creature's controller.
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Conspicuous Snoop
( 2)
Creature — Goblin Rogue
(2/2)
Play with the top card of your library revealed. You may cast Goblin spells from the top of your library. As long as the top card of your library is a Goblin card, Conspicuous Snoop has all activated abilities of that card.
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Conspiracy
( 5)
Enchantment
As Conspiracy enters, choose a creature type. Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
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Conspiracy Theorist
( 2)
Creature — Human Shaman
(2/2)
Whenever Conspiracy Theorist attacks, you may pay and discard a card. If you do, draw a card. Whenever you discard one or more nonland cards, you may exile one of them from your graveyard. If you do, you may cast it this turn.
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Conspiracy Unraveler
( 7)
Creature — Sphinx Detective
(6/6)
Flying You may collect evidence 10 rather than pay the mana cost for spells you cast. (To collect evidence 10, exile cards with total mana value 10 or greater from your graveyard.)
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