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Citadel of Pain
( 3)
Enchantment
At the beginning of each player's end step, Citadel of Pain deals X damage to that player, where X is the number of untapped lands they control.
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Citadel Siege
( 4)
Enchantment
As Citadel Siege enters, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
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Citanul Centaurs
( 4)
Creature — Centaur
(6/3)
Shroud (This creature can't be the target of spells or abilities.) Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Citanul Druid
( 2)
Creature — Human Druid
(1/1)
Whenever an opponent casts an artifact spell, put a +1/+1 counter on Citanul Druid.
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Citanul Flute
( 5)
Artifact
, : Search your library for a creature card with mana value X or less, reveal it, put it into your hand, then shuffle.
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Citanul Stalwart
( 1)
Creature — Elf Druid Soldier
(1/1)
, Tap an untapped artifact or creature you control: Add one mana of any color.
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Citizen's Arrest
( 3)
Enchantment
When Citizen's Arrest enters, exile target creature or planeswalker an opponent controls until Citizen's Arrest leaves the battlefield.
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Citizen's Crowbar
( 2)
Artifact — Equipment
When Citizen's Crowbar enters, create a 1/1 green and white Citizen creature token, then attach Citizen's Crowbar to it. Equipped creature gets +1/+1 and has ", , Sacrifice Citizen's Crowbar: Destroy target artifact or enchantment." Equip (: Attach to target creature you control. Equip only as a sorcery.)
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City in a Bottle
( 2)
Artifact
Whenever one or more other nontoken permanents with a name originally printed in the Arabian Nights expansion are on the battlefield, their controllers sacrifice them. Players can't cast spells or play lands with a name originally printed in the Arabian Nights expansion.
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City of Ass
( 0)
Land
City of Ass enters tapped. : Add one and one-half mana of any one color.
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City of Brass
( 0)
Land
Whenever City of Brass becomes tapped, it deals 1 damage to you. : Add one mana of any color.
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City of Death
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I — Create a Treasure token. II, III. IV, V, VI — Create a token that's a copy of target non-Saga token you control.
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City of Shadows
( 0)
Land
, Exile a creature you control: Put a storage counter on City of Shadows. : Add for each storage counter on City of Shadows.
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City of Solitude
( 3)
Enchantment
Players can cast spells and activate abilities only during their own turns.
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City of Traitors
( 0)
Land
When you play another land, sacrifice City of Traitors. : Add .
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City on Fire
( 8)
Enchantment
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.) If a source you control would deal damage to a permanent or player, it deals triple that damage instead.
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Cityscape Leveler
( 8)
Artifact Creature — Construct
(8/8)
Trample When you cast this spell and whenever Cityscape Leveler attacks, destroy up to one target nonland permanent. Its controller creates a tapped Powerstone token. Unearth
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Citystalker Connoisseur
( 4)
Creature — — Vampire
(3/3)
Deathtouch When Citystalker Connoisseur enters the battlefield, target opponent discards a card with the greatest mana value among cards in their hand. Create a Blood token.
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Citywatch Sphinx
( 6)
Creature — Sphinx
(5/4)
Flying When Citywatch Sphinx dies, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Citywide Bust
( 3)
Sorcery
Destroy all creatures with toughness 4 or greater.
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Civic Gardener
( 2)
Creature — Human Citizen
(2/2)
Whenever Civic Gardener attacks, untap target creature or land.
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Civic Saber
( 1)
Artifact — Equipment
Equipped creature gets +1/+0 for each of its colors. Equip
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Civic Stalwart
( 4)
Creature — Elephant Soldier
(3/3)
When Civic Stalwart enters, creatures you control get +1/+1 until end of turn.
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Civic Wayfinder
( 3)
Creature — Elf Druid Warrior
(2/2)
When Civic Wayfinder enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Civil Servant
( 2)
Creature — Cat Citizen
(2/3)
Whenever Civil Servant attacks, you may tap another untapped Citizen you control. If you do, Civil Servant gets +1/+0 and gains lifelink until end of turn.
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Civilized Scholar
( 3)
Creature — Human Advisor
(0/1)
: Draw a card, then discard a card. If a creature card is discarded this way, untap Civilized Scholar, then transform it.
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Clackbridge Troll
( 5)
Creature — Troll
(8/8)
Trample, haste When Clackbridge Troll enters, target opponent creates three 0/1 white Goat creature tokens. At the beginning of combat on your turn, any opponent may sacrifice a creature of their choice. If a player does, tap Clackbridge Troll, you gain 3 life, and you draw a card.
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Claim // Fame (Claim)
( 1)
Sorcery
Return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Claim Jumper
( 3)
Creature — Rabbit Mercenary
(3/3)
Vigilance When Claim Jumper enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
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Claim of Erebos
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has ", : Target player loses 2 life."
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Claim the Firstborn
( 1)
Sorcery
Gain control of target creature with mana value 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
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Clairvoyance
( 1)
Instant
Look at target player's hand. Draw a card at the beginning of the next turn's upkeep.
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Clam Session
( 3)
Creature — Clamfolk
(2/5)
As Clam Session enters, choose a word. At the beginning of your upkeep, you may sing at least six words of a song, at least one of which is the chosen word. If you don't, sacrifice Clam Session. You can't repeat a song.
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Clamavus
( 5)
Creature — Human Tyranid Artificer
(3/3)
Proclamator Hailer — Each creature you control gets +1/+1 for each +1/+1 counter on it.
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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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Clam-I-Am
( 3)
Creature — Clamfolk
(2/2)
If you roll a 3 on a six-sided die, you may reroll that die.
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Clammy Prowler
( 4)
Enchantment Creature — Horror
(2/5)
Whenever Clammy Prowler attacks, another target attacking creature can't be blocked this turn.
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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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Clan Crafter
( 2)
Legendary Enchantment — Background
Commander creatures you own have ", Sacrifice an artifact: Put a +1/+1 counter on this creature and draw a card."
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Clan Defiance
( 2)
Sorcery
Choose one or more — • Clan Defiance deals X damage to target creature with flying. • Clan Defiance deals X damage to target creature without flying. • Clan Defiance deals X damage to target player or planeswalker.
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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 Augur
( 2)
Creature — Skeleton Shaman
(1/1)
Clattering Augur can't block. When Clattering Augur enters, you draw a card and you lose 1 life. : Return Clattering Augur from your graveyard to your hand.
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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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Clawing Torment
( 1)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets -1/-1 and can't block. Enchanted permanent has "At the beginning of your upkeep, you lose 1 life."
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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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Claws Out
( 5)
Instant
This spell costs less to cast for each Cat you control. Creatures you control get +2/+2 until end of turn.
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Clay Golem
( 4)
Artifact Creature — Golem
(4/4)
, Roll a d8: Monstrosity X, where X is the result. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) Berserk — When Clay Golem becomes monstrous, destroy target permanent.
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Clay Pigeon
( 3)
Artifact Creature — Bird
(1/1)
Flying , Throw Clay Pigeon into the air at least two feet above your head while seated: If you catch Clay Pigeon with one hand, prevent all damage a source of your choice would deal to you this turn and tap Clay Pigeon. Otherwise, sacrifice it.
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Clay Revenant
( 1)
Artifact Creature — Golem
(1/2)
Clay Revenant enters tapped. : Return Clay Revenant from your graveyard to your hand.
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Clay Statue
( 4)
Artifact Creature — Golem
(3/1)
: Regenerate Clay Statue.
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Cleanfall
( 3)
Sorcery — Arcane
Destroy all enchantments.
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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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Cleanup Crew
( 6)
Creature — Human Citizen
(6/6)
When Cleanup Crew enters, choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard. • You gain 4 life.
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Clear
( 2)
Instant
Destroy target enchantment. Cycling (, Discard this card: Draw a card.)
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Clear a Path
( 1)
Sorcery
Destroy target creature with defender.
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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 Land
( 3)
Sorcery
Each player reveals the top five cards of their library, puts all land cards revealed this way onto the battlefield tapped, and exiles the rest.
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Clear the Mind
( 3)
Sorcery
Target player shuffles their graveyard into their library. Draw a card.
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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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Clearwater Goblet
( 5)
Artifact
Sunburst (This enters with a charge counter on it for each color of mana spent to cast it.) At the beginning of your upkeep, you may gain life equal to the number of charge counters on Clearwater Goblet.
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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 Blow (playtest)
( 2)
Instant
Multicleave (You may pay an additional any number of times as you cast this spell. For each time you do, choose a paired set of square brackets and remove the words in between.) Destroy target nonblack creature with mana value 3 or less an opponent controls. You and its controller each draw a card and lose 2 life. Create a tapped 1/1 white Spirit creature token with flying.
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Cleaver Riot
( 5)
Sorcery
Creatures you control gain double strike until end of turn. (They deal both first-strike and regular combat damage.)
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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 Reaper
( 5)
Creature — Angel Berserker
(5/3)
Flying, trample Pay 3 life: Return Cleaving Reaper from your graveyard to your hand. Activate only if you had an Angel or Berserker enter the battlefield under your control this turn.
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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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Clement, the Worrywort
( 3)
Legendary Creature — Frog Druid
(3/3)
Vigilance Whenever Clement, the Worrywort or another creature you control enters, return up to one target creature you control with lesser mana value to its owner's hand. Frogs you control have ": Add or . Spend this mana only to cast a creature spell."
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Cleopatra, Exiled Pharaoh
( 4)
Legendary Creature — Human Noble
(2/4)
Allies — At the beginning of your end step, put a +1/+1 counter on each of up to two other target legendary creatures. Betrayal — Whenever a legendary creature with counters on it dies, draw a card for each counter on it. You lose 2 life.
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Clergy en-Vec
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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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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