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Clambassadors
( 4)
Creature — Clamfolk
(4/4)
Whenever Clambassadors deals damage to a player, choose an artifact, creature, or land you control. That player gains control of that permanent.
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Clamor Shaman
( 3)
Creature — Goblin Shaman
(1/1)
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Whenever Clamor Shaman attacks, target creature an opponent controls can't block this turn.
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Clandestine Chameleon
( 4)
Creature — Lizard Guest
(4/3)
When Clandestine Chameleon enters, you get , then you may put a sticker on a nonland permanent you own. Clandestine Chameleon has all abilities of ability stickers on other permanents you own and cards in your graveyard.
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Clandestine Meddler
( 3)
Creature — Vampire Rogue
(3/2)
When Clandestine Meddler enters, suspect up to one other target creature you control. (A suspected creature has menace and can't block.) Whenever one or more suspected creatures you control attack, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Clara Oswald
( 6)
Legendary Creature — Human Advisor
(2/6)
Impossible Girl — If Clara Oswald is your commander, choose a color before the game begins. Clara Oswald is the chosen color. If a triggered ability of a Doctor you control triggers, that ability triggers an additional time. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Clarion Cathars
( 4)
Creature — Human Knight
(3/3)
When Clarion Cathars enters, create a 1/1 white Human creature token.
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Clarion Spirit
( 2)
Creature — Spirit
(2/2)
Whenever you cast your second spell each turn, create a 1/1 white Spirit creature token with flying.
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Clash of Realities
( 4)
Enchantment
All Spirits have "When this permanent enters, you may have it deal 3 damage to target non-Spirit creature." Non-Spirit creatures have "When this creature enters, you may have it deal 3 damage to target Spirit creature."
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Clash of Titans
( 5)
Instant
Target creature fights another target creature. (Each deals damage equal to its power to the other.)
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Clash of Wills
( 1)
Instant
Counter target spell unless its controller pays .
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Clattering Skeletons
( 4)
Creature — Skeleton
(4/3)
When Clattering Skeletons dies, venture into the dungeon. (Enter the first room or advance to the next room.)
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Claustrophobia
( 3)
Enchantment — Aura
Enchant creature When Claustrophobia enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Clavileño, First of the Blessed
( 3)
Legendary Creature — Vampire Cleric
(2/2)
Whenever you attack, target attacking Vampire that isn't a Demon becomes a Demon in addition to its other types. It gains "When this creature dies, draw a card and create a tapped 4/3 white and black Vampire Demon creature token with flying."
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Claws of Gix
( 0)
Artifact
, Sacrifice a permanent: You gain 1 life.
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Claws of Valakut
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 for each Mountain you control and has first strike.
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Claws of Wirewood
( 4)
Sorcery
Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling (, Discard this card: Draw a card.)
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Clay Statue
( 4)
Artifact Creature — Golem
(3/1)
: Regenerate Clay Statue.
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Cleanse
( 4)
Sorcery
Destroy all black creatures.
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Cleansing
( 3)
Sorcery
For each land, destroy that land unless any player pays 1 life.
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Cleansing Beam
( 5)
Instant
Radiance — Cleansing Beam deals 2 damage to target creature and each other creature that shares a color with it.
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Cleansing Meditation
( 3)
Sorcery
Destroy all enchantments. Threshold — If seven or more cards are in your graveyard, instead destroy all enchantments, then return all cards in your graveyard destroyed this way to the battlefield.
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Cleansing Nova
( 5)
Sorcery
Choose one — • Destroy all creatures. • Destroy all artifacts and enchantments.
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Cleansing Ray
( 2)
Sorcery
Choose one — • Destroy target Vampire. • Destroy target enchantment.
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Cleansing Wildfire
( 2)
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Draw a card.
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Clear Shot
( 3)
Instant
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
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Clear the Stage
( 5)
Instant
Target creature gets -3/-3 until end of turn. If you control a creature with power 4 or greater, you may return up to one target creature card from your graveyard to your hand.
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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 Skaab
( 4)
Creature — Zombie Horror
(2/4)
, , Sacrifice another Zombie: Create two tokens that are copies of the sacrificed creature.
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Cleaving Skyrider
( 3)
Creature — Human Warrior
(2/2)
Flash Kicker (You may pay an additional as you cast this spell.) Flying When Cleaving Skyrider enters, if it was kicked, it deals X damage to any target, where X is the number of attacking creatures.
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Cleaving Sliver
( 4)
Creature — Sliver
(2/2)
Sliver creatures you control get +2/+0.
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Clergy of the Holy Nimbus
( 1)
Creature — Human Cleric
(1/1)
If Clergy of the Holy Nimbus would be destroyed, regenerate it. : Clergy of the Holy Nimbus can't be regenerated this turn. Only your opponents may activate this ability.
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Cleric Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead. : Level 2 //Level_2// Whenever you gain life, put a +1/+1 counter on target creature you control. : Level 3 //Level_3// When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
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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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Cleric of Life's Bond
( 2)
Creature — Vampire Cleric
(2/2)
Whenever another Cleric you control enters, you gain 1 life. Whenever you gain life for the first time each turn, put a +1/+1 counter on Cleric of Life's Bond.
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Clever Distraction
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, tap target creature defending player controls." If Clever Distraction would be put into a graveyard from anywhere, exile it instead.
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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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Clickslither
( 4)
Creature — Insect
(3/3)
Haste Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn.
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Cliffhaven Kitesail
( 1)
Artifact — Equipment
When Cliffhaven Kitesail enters, attach it to target creature you control. Equipped creature has flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Cliffside Lookout
( 1)
Creature — Kor Scout Ally
(1/1)
: Creatures you control get +1/+1 until end of turn.
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Cliffside Rescuer
( 2)
Creature — Kor Soldier
(2/2)
Vigilance , Sacrifice Cliffside Rescuer: Target permanent you control gains protection from each of your opponents until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.)
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Cling to Dust
( 1)
Instant
Exile target card from a graveyard. If it was a creature card, you gain 3 life. Otherwise, you draw a card. Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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Clinging Anemones
( 4)
Creature — Jellyfish
(1/4)
Defender Evolve (Whenever a creature enters under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Clinging Darkness
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-1.
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Clinging Mists
( 3)
Instant
Prevent all combat damage that would be dealt this turn. Fateful hour — If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step.
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Clip Wings
( 2)
Instant
Each opponent sacrifices a creature with flying.
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Cloak of Confusion
( 2)
Enchantment — Aura
Enchant creature you control Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.
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Cloak of Feathers
( 1)
Sorcery
Target creature gains flying until end of turn. Draw a card.
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Cloak of Invisibility
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has phasing and can't be blocked except by Walls. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Cloak of Mists
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked.
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Cloaked Siren
( 4)
Creature — Siren
(3/2)
Flash (You may cast this spell any time you could cast an instant.) 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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Clock of Omens
( 4)
Artifact
Tap two untapped artifacts you control: Untap target artifact.
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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 Beast
( 6)
Artifact Creature — Beast
(0/4)
Clockwork Beast enters with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Activate only during your upkeep.
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Clockwork Gnomes
( 4)
Artifact Creature — Gnome
(2/2)
, : Regenerate target artifact creature.
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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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Clockwork Servant
( 3)
Artifact Creature — Gnome
(2/3)
Adamant — When Clockwork Servant enters, if at least three mana of the same color was spent to cast it, draw a card.
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Clockwork Steed
( 4)
Artifact Creature — Horse
(0/3)
Clockwork Steed enters with four +1/+0 counters on it. Clockwork Steed can't be blocked by artifact creatures. At end of combat, if Clockwork Steed attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Activate only during your upkeep.
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Clockwork Swarm
( 4)
Artifact Creature — Insect
(0/3)
Clockwork Swarm enters with four +1/+0 counters on it. Clockwork Swarm can't be blocked by Walls. At end of combat, if Clockwork Swarm attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Swarm. This ability can't cause the total number of +1/+0 counters on Clockwork Swarm to be greater than four. Activate only during your upkeep.
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Cloister Gargoyle
( 3)
Artifact Creature — Gargoyle
(0/4)
When Cloister Gargoyle enters, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
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Cloistered Youth
( 2)
Creature — Human
(1/1)
At the beginning of your upkeep, you may transform Cloistered Youth.
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Clone Shell
( 5)
Artifact Creature — Shapeshifter
(2/2)
Imprint — When Clone Shell enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library in any order. When Clone Shell dies, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control.
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Close Quarters
( 4)
Enchantment
Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to any target.
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Closing Statement
( 5)
Instant
This spell costs less to cast during your end step. Destroy target creature or planeswalker you don't control. Put a +1/+1 counter on up to one target creature you control.
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Clot Sliver
( 2)
Creature — Sliver
(1/1)
All Slivers have ": Regenerate this permanent."
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Cloud Crusader
( 4)
Creature — Human Knight
(2/3)
Flying First strike (This creature deals combat damage before creatures without first strike.)
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Cloud of Faeries
( 2)
Creature — Faerie
(1/1)
Flying When Cloud of Faeries enters, untap up to two lands. Cycling (, Discard this card: Draw a card.)
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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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Cloudchaser Eagle
( 4)
Creature — Bird
(2/2)
Flying When Cloudchaser Eagle enters, destroy target enchantment.
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Cloudchaser Kestrel
( 3)
Creature — Bird
(2/2)
Flying When Cloudchaser Kestrel enters, destroy target enchantment. : Target permanent becomes white until end of turn.
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Cloudkin Seer
( 3)
Creature — Elemental Wizard
(2/1)
Flying When Cloudkin Seer enters, 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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Cloudseeder
( 2)
Creature — Faerie Spellshaper
(1/1)
Flying , , Discard a card: Create a 1/1 blue Faerie creature token named Cloud Sprite. It has flying and "Cloud Sprite can block only creatures with flying."
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Cloudshift
( 1)
Instant
Exile target creature you control, then return that card to the battlefield under your control.
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Cloudshredder Sliver
( 2)
Creature — Sliver
(1/1)
Sliver creatures you control have flying and haste.
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Cloudskate
( 2)
Creature — Illusion
(2/2)
Flying Fading 3 <I>(This creature enters with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I>
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Cloudsteel Kirin
( 3)
Artifact Creature — Equipment Kirin
(3/2)
Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Cloudstone Curio
( 3)
Artifact
Whenever a nonartifact permanent you control enters, you may return another permanent you control that shares a permanent type with it to its owner's hand.
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Cloudthresher
( 6)
Creature — Elemental
(7/7)
Flash Reach When Cloudthresher enters, it deals 2 damage to each creature with flying and each player. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Clout of the Dominus
( 1)
Enchantment — Aura
Enchant creature As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.) As long as enchanted creature is red, it gets +1/+1 and has haste.
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Cloven Casting
( 7)
Enchantment
Whenever you cast a multicolored instant or sorcery spell, you may pay . If you do, copy that spell. You may choose new targets for the copy.
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Coalhauler Swine
( 6)
Creature — Boar Beast
(4/4)
Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player.
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Coalition Skyknight
( 4)
Creature — Human Knight
(2/2)
Flying Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
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Coast Watcher
( 2)
Creature — Bird Soldier
(1/1)
Flying, protection from green
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Coastal Breach
( 7)
Sorcery
Undaunted (This spell costs less to cast for each opponent.) Return all nonland permanents to their owners' hands.
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Coastal Bulwark
( 2)
Artifact Creature — Wall
(1/3)
Defender Coastal Bulwark gets +2/+0 as long as you control an Island. , : Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
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Coastal Drake
( 3)
Creature — Drake
(2/1)
Flying , : Return target Kavu to its owner's hand.
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Coastal Hornclaw
( 5)
Creature — Bird
(3/3)
Sacrifice a land: Coastal Hornclaw gains flying until end of turn.
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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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