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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 their library. Draw a card.
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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 the battlefield 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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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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Cleaving Sliver
  ( 4)
Creature — Sliver
(2/2)
Sliver creatures you control get +2/+0.
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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 any opponent may activate this ability.
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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 enters the battlefield under your control, 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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Cleric of the Forward Order
  ( 2)
Creature — Human Cleric
(2/2)
When Cleric of the Forward Order enters the battlefield, you gain 2 life for each creature you control named Cleric of the Forward Order.
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Clever Combo
  ( 2)
Sorcery
Search your library for a host card or a card with augment, reveal it, put it into your hand, then shuffle your library.
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Clever Impersonator
   ( 4)
Creature — Shapeshifter
(0/0)
You may have Clever Impersonator enter the battlefield 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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Cliff Threader
  ( 2)
Creature — Kor Scout
(2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Cliffhaven Vampire
   ( 4)
Creature — Vampire Warrior Ally
(2/4)
Flying Whenever you gain life, each opponent loses 1 life.
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Cliffrunner Behemoth
  ( 4)
Creature — Rhino Beast
(5/3)
Cliffrunner Behemoth has haste as long as you control a red permanent. Cliffrunner Behemoth has lifelink as long as you control a white permanent.
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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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Clifftop Retreat
( 0)
Land
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains. : Add or .
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Clinging Darkness
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-1.
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Cloak and Dagger
 ( 2)
Tribal Artifact — Rogue Equipment
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.) Whenever a Rogue creature enters the battlefield, you may attach Cloak and Dagger to it. Equip 
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Cloak of Feathers
 ( 1)
Sorcery
Target creature gains flying until end of turn. Draw a card.
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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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Clocknapper
   ( 5)
Creature — Human Spy
(2/2)
When Clocknapper enters the battlefield, choose beginning phase, precombat main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)
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Clockwork Avian
 ( 5)
Artifact Creature — Bird
(0/4)
Flying Clockwork Avian enters the battlefield with four +1/+0 counters on it. At end of combat, if Clockwork Avian attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Avian. This ability can't cause the total number of +1/+0 counters on Clockwork Avian to be greater than four. Activate this ability only during your upkeep.
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Clockwork Beast
 ( 6)
Artifact Creature — Beast
(0/4)
Clockwork Beast enters the battlefield 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 this ability only during your upkeep.
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Clockwork Beetle
 ( 1)
Artifact Creature — Insect
(0/0)
Clockwork Beetle enters the battlefield with two +1/+1 counters on it. Whenever Clockwork Beetle attacks or blocks, remove a +1/+1 counter from it at end of combat.
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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 Gnomes
 ( 4)
Artifact Creature — Gnome
(2/2)
, : Regenerate target artifact creature.
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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 Servant
 ( 3)
Artifact Creature — Gnome
(2/3)
Adamant — When Clockwork Servant enters the battlefield, 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 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 this ability only during your upkeep.
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Clockwork Swarm
 ( 4)
Artifact Creature — Insect
(0/3)
Clockwork Swarm enters the battlefield 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 this ability only during your upkeep.
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Clockwork Vorrac
 ( 5)
Artifact Creature — Boar Beast
(0/0)
Trample Clockwork Vorrac enters the battlefield with four +1/+1 counters on it. Whenever Clockwork Vorrac attacks or blocks, remove a +1/+1 counter from it at end of combat. : Put a +1/+1 counter on Clockwork Vorrac.
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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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Close Quarters
   ( 4)
Enchantment
Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to any target.
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Clot Sliver
  ( 2)
Creature — Sliver
(1/1)
All Slivers have " : Regenerate this permanent."
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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 Dragon
  ( 6)
Creature — Illusion Dragon
(5/4)
Flying Cloud Dragon can block only creatures with flying.
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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
(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 converted mana cost.
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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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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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Cloudshredder Sliver
  ( 2)
Creature — Sliver
(1/1)
Sliver creatures you control have flying and haste.
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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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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 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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Coalition Relic
 ( 3)
Artifact
: Add one mana of any color.
: Put a charge counter on Coalition Relic.
At the beginning of your precombat 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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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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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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Coastal Tower
( 0)
Land
Coastal Tower enters the battlefield tapped. : Add or .
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Coastal Wizard
   ( 4)
Creature — Human Wizard
(1/1)
: Return Coastal Wizard and another target creature to their owners' hands. Activate this ability only during your turn, before attackers are declared.
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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 of Arms
 ( 5)
Artifact
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
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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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Cobra Trap
   ( 6)
Instant — Trap
If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay rather than pay this spell's mana cost. Create four 1/1 green Snake creature tokens.
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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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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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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 enters the battlefield under your control, 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 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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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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