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Canopy Surge
( 2)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If this spell was kicked, it deals 4 damage to each creature with flying and each player instead.
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Caparocti Sunborn
( 4)
Legendary Creature — Human Soldier
(4/4)
Whenever Caparocti Sunborn attacks, you may tap two untapped artifacts and/or creatures you control. If you do, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Capricious Efreet
( 6)
Creature — Efreet
(6/4)
At the beginning of your upkeep, choose target nonland permanent you control and up to two target nonland permanents you don't control. Destroy one of them at random.
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Capricious Hellraiser
( 6)
Creature — Phyrexian Dragon
(4/4)
This spell costs less to cast if you have nine or more cards in your graveyard. Flying When Capricious Hellraiser enters, exile three cards at random from your graveyard. Choose a noncreature, nonland card from among them and copy it. You may cast the copy without paying its mana cost.
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Capricious Sliver
( 4)
Creature — Sliver
(3/3)
Sliver creatures you control have "Whenever this creature deals combat damage to a player, exile the top card of your library. You may play that card this turn."
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Capricious Sorcerer
( 3)
Creature — Human Wizard
(1/1)
: Capricious Sorcerer deals 1 damage to any target. Activate only during your turn, before attackers are declared.
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Captain of Umbar
( 3)
Creature — Human Pirate
(2/3)
, : Draw a card, then discard a card.
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Captain Rex Nebula
( 3)
Legendary Creature — Human Pilot Employee
(2/2)
At the beginning of combat on your turn, choose target nonland permanent you control. Until end of turn, it becomes a Vehicle artifact with base power and toughness each equal to its mana value, and it gains crew 2 and "Crash Land — Whenever this Vehicle deals damage, roll a six-sided die. If the result is equal to this Vehicle's mana value, sacrifice this Vehicle, then it deals that much damage to any target."
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Captain Storm, Cosmium Raider
( 2)
Legendary Creature — Human Pirate
(2/2)
Whenever an artifact you control enters, put a +1/+1 counter on target Pirate you control.
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Captain Vargus Wrath
( 2)
Legendary Creature — Orc Pirate
(1/1)
Whenever Captain Vargus Wrath attacks, Pirates you control get +1/+1 until end of turn for each time you've cast a commander from the command zone this game.
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Captain's Maneuver
( 2)
Instant
The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.
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Captivating Unicorn
( 5)
Creature — Unicorn
(4/4)
Constellation — Whenever an enchantment you control enters, tap target creature an opponent controls.
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Capture Sphere
( 4)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature When Capture Sphere enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Captured by Lagacs
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When Captured by Lagacs enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
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Captured by the Consulate
( 4)
Enchantment — Aura
Enchant creature you don't control Enchanted creature can't attack. Whenever an opponent casts a spell, if it has a single target, change the target to enchanted creature if able.
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Captured Sunlight
( 4)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) You gain 4 life.
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Caravan Hurda
( 5)
Creature — Giant
(1/5)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Careful Consideration
( 4)
Instant
Target player draws four cards, then discards three cards. If you cast this spell during your main phase, instead that player draws four cards, then discards two cards.
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Careful Study
( 1)
Sorcery
Draw two cards, then discard two cards.
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Caribou Range
( 4)
Enchantment — Aura
Enchant land you control Enchanted land has ", : Create a 0/1 white Caribou creature token." Sacrifice a Caribou token: You gain 1 life.
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Carmen, Cruel Skymarcher
( 5)
Legendary Creature — Vampire Soldier
(2/2)
Flying Whenever a player sacrifices a permanent, put a +1/+1 counter on Carmen, Cruel Skymarcher and you gain 1 life. Whenever Carmen attacks, return up to one target permanent card with mana value less than or equal to Carmen's power from your graveyard to the battlefield.
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Carnage Wurm
( 7)
Creature — Wurm
(6/6)
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters with three +1/+1 counters on it.) Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Carnival of Souls
( 2)
Enchantment
Whenever a creature enters, you lose 1 life and add .
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Carnivorous Canopy
( 3)
Sorcery
Destroy target artifact, enchantment, or creature with flying. If that permanent's mana value was 3 or less, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Carnivorous Death-Parrot
( 2)
Creature — Bird
(2/2)
Flying At the beginning of your upkeep, sacrifice Carnivorous Death-Parrot unless you say its flavor text.
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Carrion Grub
( 4)
Creature — Insect
(0/5)
Carrion Grub gets +X/+0, where X is the greatest power among creature cards in your graveyard. When Carrion Grub enters, mill four cards. (Put the top four cards of your library into your graveyard.)
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Carrion Locust
( 3)
Creature — Insect Horror
(2/1)
Flying When Carrion Locust enters, exile target card from an opponent's graveyard. If it was a creature card, that player loses 1 life.
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Carrion Wurm
( 5)
Creature — Zombie Wurm
(6/5)
Whenever Carrion Wurm attacks or blocks, any player may exile three cards from their graveyard. If a player does, Carrion Wurm assigns no combat damage this turn.
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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.
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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.
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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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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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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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Cataclysmic Gearhulk
( 5)
Artifact Creature — Construct
(4/5)
Vigilance When Cataclysmic Gearhulk enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
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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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Catapult Master
( 5)
Creature — Human Soldier
(3/3)
Tap five untapped Soldiers you control: Exile target creature.
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Cateran Brute
( 3)
Creature — Horror Mercenary
(2/2)
, : Search your library for a Mercenary permanent card with mana value 2 or less, put it onto the battlefield, then shuffle.
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Cateran Persuader
( 2)
Creature — Human Mercenary
(2/1)
, : Search your library for a Mercenary permanent card with mana value 1 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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Cathars' Crusade
( 5)
Enchantment
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
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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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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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Caught in the Brights
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When a Vehicle you control attacks, exile enchanted creature.
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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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Caught Red-Handed
( 5)
Instant
This spell can't be countered. (This includes by the ward ability.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.)
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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 Caterpillar
( 1)
Creature — Insect
(1/1)
, Sacrifice Caustic Caterpillar: Destroy target artifact or enchantment.
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Caustic Crawler
( 5)
Creature — Insect
(4/3)
Landfall — Whenever a land you control enters, you may have target creature get -1/-1 until end of turn.
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Caustic Tar
( 6)
Enchantment — Aura
Enchant land Enchanted land has ": Target player loses 3 life."
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Cautery Sliver
( 2)
Creature — Sliver
(2/2)
All Slivers have ", Sacrifice this permanent: This permanent deals 1 damage to any target." All Slivers have ", Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target player, planeswalker, or Sliver creature this turn."
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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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Cavalry Pegasus
( 2)
Creature — Pegasus
(1/1)
Flying Whenever Cavalry Pegasus attacks, each attacking Human gains flying until end of turn.
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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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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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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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Cazur, Ruthless Stalker
( 4)
Legendary Creature — Human Warrior
(3/3)
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.) Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
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Celestial Crusader
( 4)
Creature — Spirit
(2/2)
Flash Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Flying Other white creatures get +1/+1.
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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 Unicorn
( 3)
Creature — Unicorn
(3/2)
Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
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Celestus Sanctifier
( 3)
Creature — Human Cleric
(3/2)
If it's neither day nor night, it becomes day as Celestus Sanctifier enters. Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard.
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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 Puca
( 3)
Creature — Shapeshifter
(1/2)
Whenever a creature dies, you may pay . If you do, Cemetery Puca becomes a copy of that creature, except it has this ability.
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Cemetery Recruitment
( 2)
Sorcery
Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card.
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Centaur Archer
( 3)
Creature — Centaur Archer
(3/2)
: Centaur Archer deals 1 damage to target creature with flying.
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Centaur Battlemaster
( 5)
Creature — Centaur Warrior
(3/3)
Heroic — Whenever you cast a spell that targets Centaur Battlemaster, put three +1/+1 counters on Centaur Battlemaster.
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Centaur Chieftain
( 4)
Creature — Centaur
(3/3)
Haste Threshold — As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain enters, creatures you control get +1/+1 and gain trample until end of turn."
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Centaur Healer
( 3)
Creature — Centaur Cleric
(3/3)
When Centaur Healer enters, you gain 3 life.
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Centaur Nurturer
( 4)
Creature — Centaur Druid
(2/4)
When Centaur Nurturer enters, you gain 3 life. : Add one mana of any color.
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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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Centaur Omenreader
( 4)
Snow Creature — Centaur Shaman
(3/3)
As long as Centaur Omenreader is tapped, creature spells you cast cost less to cast.
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Centaur Peacemaker
( 3)
Creature — Centaur Cleric
(3/3)
When Centaur Peacemaker enters, each player gains 4 life.
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Centaur Rootcaster
( 4)
Creature — Centaur Druid
(2/2)
Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Centaur Safeguard
( 3)
Creature — Centaur Warrior
(3/1)
( can be paid with either or .) When Centaur Safeguard dies, you may gain 3 life.
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Centaur Veteran
( 6)
Creature — Centaur
(3/3)
Trample , Discard a card: Regenerate Centaur Veteran.
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