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Cloakwood Hermit
( 3)
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, if a creature card was put into your graveyard from anywhere this turn, create two tapped 1/1 green Squirrel creature tokens."
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Cloakwood Swarmkeeper
( 1)
Creature — Elf Ranger
(1/1)
Gathered Swarm — Whenever one or more tokens enter the battlefield under your control, put a +1/+1 counter on Cloakwood Swarmkeeper.
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Clock of DOOOOOOOOOOOOM!
( 4)
Artifact
, : Move the CRANK counter to your Contraption deck's next sprocket and crank any number of that sprocket's Contraptions.
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Clockwork Condor
( 4)
Artifact Creature — Bird
(0/0)
Flying Clockwork Condor enters the battlefield with three +1/+1 counters on it. Whenever Clockwork Condor attacks or blocks, remove a +1/+1 counter from it at end of combat.
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Clockwork Dragon
( 7)
Artifact Creature — Dragon
(0/0)
Flying Clockwork Dragon enters the battlefield with six +1/+1 counters on it. Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat. : Put a +1/+1 counter on Clockwork Dragon.
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Clockwork Droid
( 2)
Artifact Creature — Robot
(3/1)
You may exert Clockwork Droid as it attacks. When you do, it can't be blocked this turn and you scry 1. (An exerted creature won't untap during your next untap step. To scry 1, look at the top card of your library. You may put that card on the bottom.)
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Clockwork Hydra
( 5)
Artifact Creature — Hydra
(0/0)
Clockwork Hydra enters the battlefield with four +1/+1 counters on it. Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to any target. : Put a +1/+1 counter on Clockwork Hydra.
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Clockwork Steed
( 4)
Artifact Creature — Horse
(0/3)
Clockwork Steed enters the battlefield 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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Cloistered Youth
( 2)
Creature — Human
(1/1)
At the beginning of your upkeep, you may transform Cloistered Youth.
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Cloud Cover
( 4)
Enchantment
Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's hand.
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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 Djinn
( 6)
Creature — Djinn
(5/4)
Flying Cloud Djinn can block only creatures with flying.
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Cloud Dragon
( 6)
Creature — Illusion Dragon
(5/4)
Flying Cloud Dragon can block only creatures with flying.
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Cloud Elemental
( 3)
Creature — Elemental
(2/3)
Flying Cloud Elemental can block only creatures with flying.
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Cloud Key
( 3)
Artifact
As Cloud Key enters the battlefield, choose artifact, creature, enchantment, instant, or sorcery. Spells you cast of the chosen type cost less to cast.
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Cloud of Faeries
( 2)
Creature — Faerie
(1/1)
Flying When Cloud of Faeries enters the battlefield, 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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Cloudblazer
( 5)
Creature — Human Scout
(2/2)
Flying When Cloudblazer enters the battlefield, you gain 2 life and draw two cards.
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Cloudchaser Eagle
( 4)
Creature — Bird
(2/2)
Flying When Cloudchaser Eagle enters the battlefield, destroy target enchantment.
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Cloudchaser Kestrel
( 3)
Creature — Bird
(2/2)
Flying When Cloudchaser Kestrel enters the battlefield, destroy target enchantment. : Target permanent becomes white until end of turn.
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Cloudcrown Oak
( 4)
Creature — Treefolk Warrior
(3/4)
Reach (This creature can block creatures with flying.)
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Cloudfin Raptor
( 1)
Creature — Bird Mutant
(0/1)
Flying Evolve (Whenever a creature enters the battlefield 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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Cloudform
( 3)
Enchantment
When Cloudform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Cloudform to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and hexproof.
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Cloudgoat Ranger
( 5)
Creature — Giant Warrior Ranger
(3/3)
When Cloudgoat Ranger enters the battlefield, create three 1/1 white Kithkin Soldier creature tokens. Tap three untapped Kithkin you control: Cloudgoat Ranger gets +2/+0 and gains flying until end of turn.
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Cloudheath Drake
( 5)
Artifact Creature — Drake
(3/3)
Flying : Cloudheath Drake gains vigilance until end of turn.
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Cloudhoof Kirin
( 5)
Legendary Creature — Kirin Spirit
(4/4)
Flying Whenever you cast a Spirit or Arcane spell, you may have target player mill X cards, where X is that spell's mana value.
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Cloudkill
( 6)
Sorcery
All creatures get -X/-X until end of turn, where X is the greatest mana value of a commander you own on the battlefield or in the command zone.
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Cloudkin Seer
( 3)
Creature — Elemental Wizard
(2/1)
Flying When Cloudkin Seer enters the battlefield, draw a card.
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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 the battlefield tapped. : Add for each Locus on the battlefield.
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Cloudreach Cavalry
( 2)
Creature — Human Soldier
(1/1)
As long as you control a Bird, Cloudreach Cavalry gets +2/+2 and has flying.
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Cloudreader Sphinx
( 5)
Creature — Sphinx
(3/4)
Flying When Cloudreader Sphinx enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library 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 the battlefield 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 enters the battlefield under your control, 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 the battlefield, 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 the battlefield.)
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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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Clowning Around
( 2)
Sorcery
Create two 1/1 white Clown Robot artifact creature tokens, then roll a six-sided die. If the result is equal to or less than the number of Robots you control, create a 1/1 white Clown Robot artifact creature token.
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Clutch of Undeath
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 as long as it's a Zombie. Otherwise, it gets -3/-3.
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Coalition Honor Guard
( 4)
Creature — Human Flagbearer
(2/4)
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
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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 Wizard
( 4)
Creature — Human Wizard
(1/1)
: Return Coastal Wizard and another target creature to their owners' hands. Activate only during your turn, before attackers are declared.
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Coax from the Blind Eternities
( 3)
Sorcery
You may reveal an Eldrazi card you own from outside the game or choose a face-up Eldrazi card you own in exile. Put that card into your hand.
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Cobbled Lancer
( 1)
Creature — Zombie Horse
(3/3)
As an additional cost to cast this spell, exile a creature card from your graveyard. , Exile Cobbled Lancer from your graveyard: Draw a card.
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Cobbled Wings
( 2)
Artifact — Equipment
Equipped creature has flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Code of Constraint
( 3)
Instant
Target creature gets -4/-0 until end of turn. Draw a card. Addendum — If you cast this spell during your main phase, tap that creature and it doesn't untap during its controller's next untap step.
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Codespell Cleric
( 1)
Creature — Human Cleric
(1/1)
Vigilance When Codespell Cleric enters the battlefield, if it was the second spell you cast this turn, put a +1/+1 counter on target creature.
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Codex Shredder
( 1)
Artifact
: Target player mills a card. (They put the top card of their library into their graveyard.) , , Sacrifice Codex Shredder: Return target card from your graveyard to your hand.
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Coerced Confession
( 5)
Sorcery
Target player mills four cards. You draw a card for each creature card put into their graveyard this way.
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Coerced to Kill
( 5)
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature has base power and toughness 1/1, has deathtouch, and is an Assassin in addition to its other types.
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Cogwork Grinder
( 6)
Artifact Creature — Construct
(0/0)
Draft Cogwork Grinder face up. As you draft a card, you may remove it from the draft face down. (Those cards aren't in your card pool.) Cogwork Grinder enters the battlefield with X +1/+1 counters on it, where X is the number of cards you removed from the draft with cards named Cogwork Grinder.
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Coiling Woodworm
( 3)
Creature — Insect Worm
(*/1)
Coiling Woodworm's power is equal to the number of Forests on the battlefield.
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Coils of the Medusa
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/-1. Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature.
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Cold Case Cracker
( 4)
Creature — Spirit Detective
(3/3)
Flying When Cold Case Cracker dies, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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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 Storage
( 4)
Artifact
: Exile target creature you control. Sacrifice Cold Storage: Return each creature card exiled with Cold Storage to the battlefield under your control.
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Cold-Eyed Selkie
( 3)
Creature — Merfolk Rogue
(1/1)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.
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Coldsteel Heart
( 2)
Snow Artifact
Coldsteel Heart enters the battlefield tapped. As Coldsteel Heart enters the battlefield, choose a color. : Add one mana of the chosen color.
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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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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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Collateral Damage
( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Collateral Damage deals 3 damage to any target.
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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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Collected Conjuring
( 4)
Sorcery
Exile the top six cards of your library. You may cast up to two sorcery spells with mana value 3 or less from among them without paying their mana costs. Put the exiled cards not cast this way on the bottom of your library in a random order.
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Collective Defiance
( 3)
Sorcery
Escalate (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target player discards all the cards in their hand, then draws that many cards. • Collective Defiance deals 4 damage to target creature. • Collective Defiance deals 3 damage to target opponent or planeswalker.
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Colossal Badger
( 6)
Creature — Badger
(6/5)
When Colossal Badger enters the battlefield, you gain 3 life.
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Colossal Dreadmask
( 6)
Artifact — Equipment
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +6/+6 and has trample. Equip
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Colossal Dreadmaw
( 6)
Creature — Dinosaur
(6/6)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Colossus of Sardia
( 9)
Artifact Creature — Golem
(9/9)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Colossus of Sardia doesn't untap during your untap step. : Untap Colossus of Sardia. Activate only during your upkeep.
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Combat Medic
( 3)
Creature — Human Cleric Soldier
(0/2)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Command Beacon
( 0)
Land
: Add . , Sacrifice Command Beacon: Put your commander into your hand from the command zone.
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Command of Unsummoning
( 3)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Return one or two target attacking creatures to their owner's hand.
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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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Command the Dreadhorde
( 6)
Sorcery
Choose any number of target creature and/or planeswalker cards in graveyards. Command the Dreadhorde deals damage to you equal to the total mana value of those cards. Put them onto the battlefield under your control.
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Command Tower
( 0)
Land
: Add one mana of any color in your commander's color identity.
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Commandeer
( 7)
Instant
You may exile two blue cards from your hand rather than pay this spell's mana cost. Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters the battlefield under your control.)
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Commander Eesha
( 4)
Legendary Creature — Bird Soldier
(2/4)
Flying, protection from creatures
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