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Crypt Incursion
( 3)
Instant
Exile all creature cards from target player's graveyard. You gain 3 life for each card exiled this way.
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Crypt Lurker
( 4)
Creature — Horror
(3/4)
When Crypt Lurker enters the battlefield, you may sacrifice a creature or discard a creature card. If you do, draw a card.
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Crypt Rats
( 3)
Creature — Rat
(1/1)
: Crypt Rats deals X damage to each creature and each player. Spend only black mana on X.
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Crypt Ripper
( 4)
Creature — Shade
(2/2)
Haste : Crypt Ripper gets +1/+1 until end of turn.
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Crypt Sliver
( 2)
Creature — Sliver
(1/1)
All Slivers have ": Regenerate target Sliver."
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Cryptborn Horror
( 3)
Creature — Horror
(0/0)
Trample Cryptborn Horror enters the battlefield with X +1/+1 counters on it, where X is the total life lost by your opponents this turn.
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Cryptbreaker
( 1)
Creature — Zombie
(1/1)
, , Discard a card: Create a 2/2 black Zombie creature token. Tap three untapped Zombies you control: You draw a card and you lose 1 life.
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Cryptek
( 4)
Artifact Creature — Necron Wizard
(3/3)
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Cryptex
( 2)
Artifact
, Collect evidence 3: Add one mana of any color. Put an unlock counter on Cryptex. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.) Sacrifice Cryptex: Surveil 3, then draw three cards. Activate only if Cryptex has five or more unlock counters on it.
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Cryptic Annelid
( 4)
Creature — Worm Beast
(1/4)
When Cryptic Annelid enters the battlefield, scry 1, then scry 2, then scry 3. (To scry X, look at the top X 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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Cryptic Coat
( 3)
Artifact — Equipment
When Cryptic Coat enters the battlefield, cloak the top card of your library, then attach Cryptic Coat to it. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.) Equipped creature gets +1/+0 and can't be blocked. : Return Cryptic Coat to its owner's hand.
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Cryptic Command
( 4)
Instant
Choose two — • Counter target spell. • Return target permanent to its owner's hand. • Tap all creatures your opponents control. • Draw a card.
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Cryptic Cruiser
( 4)
Creature — Eldrazi Processor
(3/3)
Devoid (This card has no color.) , Put a card an opponent owns from exile into that player's graveyard: Tap target creature.
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Cryptic Gateway
( 5)
Artifact
Tap two untapped creatures you control: You may put a creature card from your hand that shares a creature type with each creature tapped this way onto the battlefield.
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Cryptic Pursuit
( 4)
Enchantment
Whenever you cast an instant or sorcery spell from your hand, manifest the top card of your library. (Put that card 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.) Whenever a face-down creature you control dies, exile it if it's an instant or sorcery card. You may cast that card until the end of your next turn.
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Cryptic Serpent
( 7)
Creature — Serpent
(6/5)
This spell costs less to cast for each instant and sorcery card in your graveyard.
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Cryptic Spires
( 0)
Land
As you create your deck, circle two of the colors below. Cryptic Spires enters the battlefield tapped. : Add one mana of either of the circled colors.
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Cryptic Trilobite
( 0)
Creature — Trilobite
(0/0)
Cryptic Trilobite enters the battlefield with X +1/+1 counters on it. Remove a +1/+1 counter from Cryptic Trilobite: Add . Spend this mana only to activate abilities. , : Put a +1/+1 counter on Cryptic Trilobite.
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Cryptolith Fragment
( 3)
Artifact
Cryptolith Fragment enters the battlefield tapped. : Add one mana of any color. Each player loses 1 life. At the beginning of your upkeep, if each player has 10 or less life, transform Cryptolith Fragment.
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Cryptolith Rite
( 2)
Enchantment
Creatures you control have ": Add one mana of any color."
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Cryptoplasm
( 3)
Creature — Shapeshifter
(2/2)
At the beginning of your upkeep, you may have Cryptoplasm become a copy of another target creature, except it has this ability.
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Cryptothrall
( 4)
Artifact Creature — Construct
(3/3)
Protector — Other artifact creatures you control have hexproof.
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Cryptwailing
( 4)
Enchantment
, Exile two creature cards from your graveyard: Target player discards a card. Activate only as a sorcery.
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Crystal Carapace
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has ward . Cycling (, Discard this card: Draw a card.)
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Crystal Slipper
( 2)
Artifact — Equipment
Equipped creature gets +1/+0 and has haste. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Crystal Spray
( 3)
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. Draw a card.
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Cult Conscript
( 1)
Creature — Skeleton Warrior
(2/1)
Cult Conscript enters the battlefield tapped. : Return Cult Conscript from your graveyard to the battlefield. Activate only if a non-Skeleton creature died under your control this turn.
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Cunning Sparkmage
( 3)
Creature — Human Shaman
(0/1)
Haste : Cunning Sparkmage deals 1 damage to any target.
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Curse of Hospitality
( 3)
Enchantment — Aura Curse
Enchant player Creatures attacking enchanted player have trample. Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.
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Curse of Opulence
( 1)
Enchantment — Aura Curse
Enchant player Whenever enchanted player is attacked, create a Gold token. Each opponent attacking that player does the same. (A Gold token is an artifact with "Sacrifice this artifact: Add one mana of any color.")
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Curse of Predation
( 3)
Enchantment — Aura Curse
Enchant player Whenever a creature attacks enchanted player, put a +1/+1 counter on it.
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Curse of Stalked Prey
( 2)
Enchantment — Aura Curse
Enchant player Whenever a creature deals combat damage to enchanted player, put a +1/+1 counter on that creature.
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Curse of the Fire Penguin
( 6)
Enchantment — Aura
Enchant creature Curse of the Fire Penguin consumes and confuses enchanted creature.
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Curse of the Pierced Heart
( 2)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, Curse of the Pierced Heart deals 1 damage to that player or a planeswalker that player controls.
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Custodi Peacekeeper
( 3)
Creature — Human Cleric
(2/3)
Reveal Custodi Peacekeeper as you draft it and note how many cards you've drafted this draft round, including Custodi Peacekeeper. , : Tap target creature with power less than or equal to the highest number you noted for cards named Custodi Peacekeeper.
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Customs Depot
( 2)
Enchantment
Whenever you cast a creature spell, you may pay . If you do, draw a card, then discard a card.
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Cut of the Profits
( 2)
Sorcery
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell.) You draw X cards and you lose X life.
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Cyberman Patrol
( 2)
Artifact Creature — Cyberman
(2/2)
Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.)
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Cybership
( 6)
Artifact — Vehicle
(8/8)
Flying Whenever Cybership deals combat damage to a player, put the top two cards of that player's library onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures. Crew 4
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Cyclopean Giant
( 4)
Creature — Zombie Giant
(4/2)
When Cyclopean Giant dies, target land becomes a Swamp. Exile Cyclopean Giant.
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Cyclopean Mummy
( 2)
Creature — Zombie
(2/1)
When Cyclopean Mummy dies, exile it.
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Cyclopean Snare
( 2)
Artifact
, : Tap target creature, then return Cyclopean Snare to its owner's hand.
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Cyclopean Tomb
( 4)
Artifact
, : Put a mire counter on target non-Swamp land. That land is a Swamp for as long as it has a mire counter on it. Activate only during your upkeep. When Cyclopean Tomb is put into a graveyard from the battlefield, at the beginning of each of your upkeeps for the rest of the game, remove all mire counters from a land that a mire counter was put onto with Cyclopean Tomb but that a mire counter has not been removed from with Cyclopean Tomb.
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Cyclops Electromancer
( 5)
Creature — Cyclops Wizard
(4/2)
When Cyclops Electromancer enters the battlefield, it deals X damage to target creature an opponent controls, where X is the number of instant and sorcery cards in your graveyard.
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Cyclops Gladiator
( 4)
Creature — Cyclops Warrior
(4/4)
Whenever Cyclops Gladiator attacks, you may have it deal damage equal to its power to target creature defending player controls. If you do, that creature deals damage equal to its power to Cyclops Gladiator.
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Cyclops Tyrant
( 6)
Creature — Cyclops
(3/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Cyclops Tyrant can't block creatures with power 2 or less.
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Cytoplast Manipulator
( 4)
Creature — Human Wizard Mutant
(0/0)
Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) , : Gain control of target creature with a +1/+1 counter on it for as long as Cytoplast Manipulator remains on the battlefield.
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Cytoplast Root-Kin
( 4)
Creature — Elemental Mutant
(0/0)
Graft 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) When Cytoplast Root-Kin enters the battlefield, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it. : Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.
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Cytoshape
( 3)
Instant
Choose a nonlegendary creature on the battlefield. Target creature becomes a copy of that creature until end of turn.
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Cytospawn Shambler
( 7)
Creature — Elemental Mutant
(0/0)
Graft 6 (This creature enters the battlefield with six +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains trample until end of turn.
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Dack's Duplicate
( 4)
Creature — Shapeshifter
(0/0)
You may have Dack's Duplicate enter the battlefield as a copy of any creature on the battlefield, except it has haste and dethrone. (Whenever it attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
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Daggerclaw Imp
( 3)
Creature — Imp
(3/1)
Flying Daggerclaw Imp can't block.
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Daggerdrome Imp
( 2)
Creature — Imp
(1/1)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Dakmor Plague
( 5)
Sorcery
Dakmor Plague deals 3 damage to each creature and each player.
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Damnable Pact
( 2)
Sorcery
Target player draws X cards and loses X life.
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Dampen Thought
( 2)
Instant — Arcane
Target player mills four cards. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Dampening Pulse
( 4)
Enchantment
Creatures your opponents control get -1/-0.
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Damping Engine
( 4)
Artifact
A player who controls more permanents than each other player can't play lands or cast artifact, creature, or enchantment spells. That player may sacrifice a permanent for that player to ignore this effect until end of turn.
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Damping Field
( 3)
Enchantment
Players can't untap more than one artifact during their untap steps.
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Damping Matrix
( 3)
Artifact
Activated abilities of artifacts and creatures can't be activated unless they're mana abilities.
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Damping Sphere
( 2)
Artifact
If a land is tapped for two or more mana, it produces instead of any other type and amount. Each spell a player casts costs more to cast for each other spell that player has cast this turn.
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Danitha Capashen, Paragon
( 3)
Legendary Creature — Human Knight
(2/2)
First strike, vigilance, lifelink Aura and Equipment spells you cast cost less to cast.
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Danitha, Benalia's Hope
( 5)
Legendary Creature — Human Knight
(4/4)
First strike, vigilance, lifelink When Danitha, Benalia's Hope enters the battlefield, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
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Danny Pink
( 4)
Legendary Creature — Human Soldier Advisor
(4/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
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Dapper Shieldmate
( 4)
Creature — Human Soldier
(2/2)
Dapper Shieldmate enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) As long as it's your turn, Dapper Shieldmate gets +2/+0.
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Daretti, Scrap Savant
( 4)
Legendary Planeswalker — Daretti
(3)
+2: Discard up to two cards, then draw that many cards. −2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield. −10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step." Daretti, Scrap Savant can be your commander.
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Dargo, the Shipwrecker
( 7)
Legendary Creature — Giant Pirate
(7/5)
As an additional cost to cast this spell, you may sacrifice any number of artifacts and/or creatures. This spell costs less to cast for each permanent sacrificed this way and less to cast for each other artifact or creature you've sacrificed this turn. Trample Partner (You can have two commanders if both have partner.)
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Daring Apprentice
( 3)
Creature — Human Wizard
(1/1)
, Sacrifice Daring Apprentice: Counter target spell.
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Daring Escape
( 1)
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Scry 1.
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Daring Leap
( 3)
Instant
Target creature gets +1/+1 and gains flying and first strike until end of turn.
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Daring Piracy
( 3)
Enchantment
At the beginning of combat on your turn, create a 1/1 red Pirate creature token with menace and haste. Exile it at the beginning of the next end step.
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Dark Apostle
( 4)
Creature — Astartes Warlock
(3/3)
Gift of Chaos — , : The next noncreature spell you cast this turn has cascade. (When you cast that 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.)
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Dark Depths
( 0)
Legendary Snow Land
Dark Depths enters the battlefield with ten ice counters on it. : Remove an ice counter from Dark Depths. When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
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Dark Impostor
( 3)
Creature — Vampire Assassin
(2/2)
: Exile target creature and put a +1/+1 counter on Dark Impostor. Dark Impostor has all activated abilities of all creature cards exiled with it.
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Dark Petition
( 5)
Sorcery
Search your library for a card, put that card into your hand, then shuffle. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, add .
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Dark Privilege
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature.
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Dark Prophecy
( 3)
Enchantment
Whenever a creature you control dies, you draw a card and you lose 1 life.
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Dark Sphere
( 0)
Artifact
, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, prevent half that damage, rounded down.
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Dark Supplicant
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it onto the battlefield. If you search your library this way, shuffle.
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Dark Suspicions
( 4)
Enchantment
At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand.
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Dark Temper
( 3)
Instant
Dark Temper deals 2 damage to target creature. If you control a black permanent, destroy the creature instead.
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Dark Triumph
( 5)
Instant
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost. Creatures you control get +2/+0 until end of turn.
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Darkpact
( 3)
Sorcery
Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top card of your library.
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Darksteel Pendant
( 2)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) , : Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Darksteel Plate
( 3)
Artifact — Equipment
Indestructible Equipped creature has indestructible. Equip
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Darksteel Splicer
( 7)
Creature — Phyrexian Artificer
(1/1)
Whenever Darksteel Splicer or another nontoken Phyrexian enters the battlefield under your control, create X 3/3 colorless Phyrexian Golem artifact creature tokens, where X is the number of opponents you have. Golems you control have indestructible.
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Daru Spiritualist
( 2)
Creature — Human Cleric
(1/1)
Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.
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Dash Hopes
( 2)
Instant
When you cast this spell, any player may pay 5 life. If a player does, counter Dash Hopes. Counter target spell.
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