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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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Capsize
( 3)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Return target permanent to its owner's hand.
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Captain Lannery Storm
( 3)
Legendary Creature — Human Pirate
(2/2)
Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
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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 Sisay
( 4)
Legendary Creature — Human Soldier
(2/2)
: Search your library for a legendary card, reveal that card, put it into your hand, then shuffle.
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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 Call
( 4)
Sorcery
Create three 1/1 white Soldier creature tokens.
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Captain's Claws
( 2)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature attacks, create a 1/1 white Kor Ally creature token that's tapped and attacking. Equip
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Captain's Hook
( 3)
Artifact — Equipment
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types. Whenever Captain's Hook becomes unattached from a permanent, destroy that permanent. Equip
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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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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 Escort
( 1)
Creature — Human Knight
(1/1)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 2/2 LEVEL 5+ 5/5 First strike
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Carefree Swinemaster
( 3)
Creature — Gnome Ranger
(1/4)
Whenever Carefree Swinemaster attacks, you may pay . If you do, create a 2/2 green Boar creature token that's tapped and attacking.
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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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Careless Celebrant
( 2)
Creature — Satyr Shaman
(2/1)
When Careless Celebrant dies, it deals 2 damage to target creature or planeswalker an opponent controls.
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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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Caretaker's Talent
( 3)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. : Level 2 //Level_2// When this Class becomes level 2, create a token that's a copy of target token you control. : Level 3 //Level_3// Creature tokens you control get +2/+2.
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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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Carnassid
( 6)
Creature — Beast
(5/4)
Trample : Regenerate Carnassid.
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Carnival Hellsteed
( 6)
Creature — Nightmare Horse
(5/4)
First strike, haste Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
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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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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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Carrier Pigeons
( 4)
Creature — Bird
(1/1)
Flying When Carrier Pigeons enters, draw a card at the beginning of the next turn's upkeep.
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Carrion Ants
( 4)
Creature — Insect
(0/1)
: Carrion Ants gets +1/+1 until end of turn.
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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 Rats
( 1)
Creature — Rat
(2/1)
Whenever Carrion Rats attacks or blocks, any player may exile a card from their graveyard. If a player does, Carrion Rats assigns no combat damage this turn.
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Cartel Aristocrat
( 2)
Creature — Human Advisor
(2/2)
Sacrifice another creature: Cartel Aristocrat gains protection from the color of your choice until end of turn.
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Cartographer's Companion
( 3)
Artifact Creature — Gnome
(2/1)
When Cartographer's Companion enters, create a Map token. (It's an artifact with ", , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.")
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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 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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Cascade Seer
( 4)
Creature — Merfolk Wizard
(3/3)
When Cascade Seer enters, scry X, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Cascading Cataracts
( 0)
Land
Indestructible : Add . , : Add five mana in any combination of colors.
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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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Castaway's Despair
( 4)
Enchantment — Aura
Enchant creature When Castaway's Despair enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Castigate
( 2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
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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
( 4)
Enchantment
Untapped creatures you control get +0/+2.
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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 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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Cataclysm
( 4)
Sorcery
Each player chooses from among the permanents they control an artifact, a creature, an enchantment, and a land, then sacrifices the rest.
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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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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 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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Catalyst Stone
( 2)
Artifact
Flashback costs you pay cost less. Flashback costs your opponents pay cost more.
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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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Catapult Squad
( 2)
Creature — Human Soldier
(2/1)
Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature.
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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 // Release (Catch)
( 3)
Sorcery
Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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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 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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