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Cloudkin Seer
( 3)
Creature — Elemental Wizard
(2/1)
Flying When Cloudkin Seer enters, 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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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, 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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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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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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Coalborn Entity
( 5)
Creature — Elemental
(4/4)
: Coalborn Entity deals 1 damage to target creature token, player, or planeswalker.
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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 Relic
( 3)
Artifact
: Add one mana of any color. : Put a charge counter on Coalition Relic. At the beginning of your first main phase, remove all charge counters from Coalition Relic. Add one mana of any color for each charge counter removed this way.
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Coalition Warbrute
( 4)
Creature — Minotaur Berserker
(3/4)
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.) Trample
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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 Drake
( 3)
Creature — Drake
(2/1)
Flying , : Return target Kavu to its owner's hand.
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Coastline Chimera
( 4)
Creature — Chimera
(1/5)
Flying : Coastline Chimera can block an additional creature this turn.
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Coat with Venom
( 1)
Instant
Target creature gets +1/+2 and gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Coati Scavenger
( 3)
Creature — Raccoon
(3/2)
Descend 4 — When Coati Scavenger enters, if there are four or more permanent cards in your graveyard, return target permanent card from your graveyard to your hand.
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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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Cobalt Golem
( 4)
Artifact Creature — Golem
(2/3)
: Cobalt Golem gains flying until end of turn.
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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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Cockatrice
( 5)
Creature — Cockatrice
(2/4)
Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
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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, 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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Coercion
( 3)
Sorcery
Target opponent reveals their hand. You choose a card from it. That player discards that card.
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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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Coercive Recruiter
( 5)
Creature — Orc Pirate
(4/3)
Whenever Coercive Recruiter or another Pirate you control enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and becomes a Pirate in addition to its other types.
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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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Coffin Queen
( 3)
Creature — Zombie Wizard
(1/1)
You may choose not to untap Coffin Queen during your untap step. , : Put target creature card from a graveyard onto the battlefield under your control. When Coffin Queen becomes untapped or you lose control of Coffin Queen, exile that creature.
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Cogmentor
( 1)
Artifact Creature — Gnome Rigger
(1/1)
Flying : Reassemble target Contraption you control. (Move it onto another one of your sprockets.)
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Cognivore
( 8)
Creature — Lhurgoyf
(*/*)
Flying Cognivore's power and toughness are each equal to the number of instant cards in all graveyards.
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Cogwork Assembler
( 3)
Artifact Creature — Assembly-Worker
(2/3)
: Create a token that's a copy of target artifact. That token gains haste. Exile it at the beginning of the next end step.
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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 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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Cogwork Tracker
( 4)
Artifact Creature — Dog Construct
(4/4)
Reveal Cogwork Tracker as you draft it and note the player who passed it to you. Cogwork Tracker attacks each combat if able. Cogwork Tracker attacks a player you noted for cards named Cogwork Tracker each combat if able.
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Cogwork Wrestler
( 1)
Artifact Creature — Gnome
(1/2)
Flash When Cogwork Wrestler enters, target creature an opponent controls gets -2/-0 until end of turn.
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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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Coiling Oracle
( 2)
Creature — Snake Elf Druid
(1/1)
When Coiling Oracle enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
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Coiling Rebirth
( 5)
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
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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 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 tapped. As Coldsteel Heart enters, 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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Colfenor, the Last Yew
( 6)
Legendary Creature — Treefolk Shaman
(3/7)
Vigilance, reach Whenever Colfenor, the Last Yew or another creature you control dies, return up to one other target creature card with lesser toughness from your graveyard to your hand.
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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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Colfenor's Urn
( 3)
Artifact
Whenever a creature with toughness 4 or greater is put into your graveyard from the battlefield, you may exile it. At the beginning of the end step, if three or more cards have been exiled with Colfenor's Urn, sacrifice it. If you do, return those cards to the battlefield under their owner's 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 Brutality
( 2)
Sorcery
Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card. • Target creature gets -2/-2 until end of turn. • Target opponent loses 2 life and you gain 2 life.
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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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Collective Effort
( 3)
Sorcery
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater. • Destroy target enchantment. • Put a +1/+1 counter on each creature target player controls.
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Collective Nightmare
( 3)
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.) Target creature gets -3/-3 until end of turn.
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Collective Resistance
( 2)
Instant
Escalate (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target artifact. • Destroy target enchantment. • Target creature gains hexproof and indestructible until end of turn.
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Collective Restraint
( 4)
Enchantment
Domain — Creatures can't attack you unless their controller pays for each creature they control that's attacking you, where X is the number of basic land types among lands you control.
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Collective Voyage
( 1)
Sorcery
Join forces — Starting with you, each player may pay any amount of mana. Each player searches their library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles.
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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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Collector's Cage
( 2)
Artifact
Hideaway 5 (When this artifact enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) , : Put a +1/+1 counter on target creature you control. Then if you control three or more creatures with different powers, you may play the exiled card without paying its mana cost.
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Collision of Realms
( 7)
Sorcery
Each player shuffles all creatures they own into their library. Each player who shuffled a nontoken creature into their library this way reveals cards from the top of their library until they reveal a creature card, then puts that card onto the battlefield and the rest on the bottom of their library in a random order.
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Colonel Autumn
( 3)
Legendary Creature — Human Soldier
(2/3)
Lifelink Exploit (When this creature enters, you may sacrifice a creature.) Other legendary creatures you control have exploit. Whenever a creature you control exploits a creature, put a +1/+1 counter on each creature you control.
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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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Colos Yearling
( 3)
Creature — Goat Beast
(1/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) : Colos Yearling gets +1/+0 until end of turn.
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Colossal Badger
( 6)
Creature — Badger
(6/5)
When Colossal Badger enters, you gain 3 life.
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Colossal Dreadmask
( 6)
Artifact — Equipment
Living weapon (When this Equipment enters, 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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Colossal Heroics
( 3)
Instant
Strive — This spell costs more to cast for each target beyond the first. Any number of target creatures each get +2/+2 until end of turn. Untap those creatures.
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Colossal Majesty
( 3)
Enchantment
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
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