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Chisei, Heart of Oceans
   ( 4)
Legendary Creature — Spirit
(4/4)
Flying At the beginning of your upkeep, sacrifice Chisei, Heart of Oceans unless you remove a counter from a permanent you control.
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Choice of Damnations
  ( 6)
Sorcery — Arcane
Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents.
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Chord of Calling
    ( 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.) Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
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Chorus of Might
  ( 4)
Instant
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample.
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Chorus of the Conclave
     ( 8)
Legendary Creature — Dryad
(3/8)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) As an additional cost to cast creature spells, you may pay any amount of mana. If you do, that creature enters the battlefield with that many additional +1/+1 counters on it.
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Chorus of the Tides
  ( 4)
Creature — Siren
(3/2)
Flying Heroic — Whenever you cast a spell that targets Chorus of the Tides, scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
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Chorus of Woe
 ( 1)
Sorcery
Creatures you control get +1/+0 until end of turn.
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Chosen of Markov
  ( 3)
Creature — Human
(2/2)
, Tap an untapped Vampire you control: Transform Chosen of Markov.
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Chronicler of Heroes
   ( 3)
Creature — Centaur Wizard
(3/3)
When Chronicler of Heroes enters the battlefield, draw a card if you control a creature with a +1/+1 counter on it.
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Chulane, Teller of Tales
    ( 5)
Legendary Creature — Human Druid
(2/4)
Vigilance Whenever you cast a creature spell, draw a card, then you may put a land card from your hand onto the battlefield. , : Return target creature you control to its owner's hand.
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Circle of Affliction
  ( 2)
Enchantment
As Circle of Affliction enters the battlefield, choose a color. Whenever a source of the chosen color deals damage to you, you may pay . If you do, target player loses 1 life and you gain 1 life.
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Circle of Despair
   ( 3)
Enchantment
, Sacrifice a creature: The next time a source of your choice would deal damage to any target this turn, prevent that damage.
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Circle of Flame
  ( 2)
Enchantment
Whenever a creature without flying attacks you or a planeswalker you control, Circle of Flame deals 1 damage to that creature.
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Circle of Protection: Art
  ( 2)
Enchantment
As Circle of Protection: Art enters the battlefield, choose an artist.  : The next time a source of your choice with art by the chosen artist would deal damage to you this turn, prevent that damage.
 : Return Circle of Protection: Art to its owner's hand.
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Circle of Protection: Black
  ( 2)
Enchantment
: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Blue
  ( 2)
Enchantment
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Green
  ( 2)
Enchantment
: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Red
  ( 2)
Enchantment
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Shadow
  ( 2)
Enchantment
: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage.
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Circle of Protection: White
  ( 2)
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Solace
  ( 4)
Enchantment
As Circle of Solace enters the battlefield, choose a creature type.  : The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.
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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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City of Ass
( 0)
Land
City of Ass enters the battlefield 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 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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Claim of Erebos
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has " , : Target player loses 2 life."
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Clash of Realities
  ( 4)
Enchantment
All Spirits have "When this permanent enters the battlefield, you may have it deal 3 damage to target non-Spirit creature." Non-Spirit creatures have "When this creature enters the battlefield, 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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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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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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Cloak of Confusion
  ( 2)
Enchantment — Aura
Enchant creature you control Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.
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Cloak of Feathers
 ( 1)
Sorcery
Target creature gains flying until end of turn. Draw a card.
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Cloak of Invisibility
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has phasing and can't be blocked except by Walls. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Cloak of Mists
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked.
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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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Clock of Omens
 ( 4)
Artifact
Tap two untapped artifacts you control: Untap target artifact.
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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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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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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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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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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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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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Coffin Puppets
   ( 5)
Creature — Zombie
(3/3)
Sacrifice two lands: Return Coffin Puppets from your graveyard to the battlefield. Activate this ability 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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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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Colossus of Akros
 ( 8)
Artifact Creature — Golem
(10/10)
Defender, indestructible 0: Monstrosity 10. (If this creature isn't monstrous, put ten +1/+1 counters on it and it becomes monstrous.)
As long as Colossus of Akros is monstrous, it has trample and can attack as though it didn't have defender.
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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 this ability only during your upkeep.
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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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Companion of the Trials
  ( 3)
Creature — Bird Soldier
(2/2)
Flying  : Untap target creature. Activate this ability only if you control a Gideon planeswalker.
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Conduit of Emrakul
( 0)
Creature — Eldrazi Werewolf
(5/4)
Whenever Conduit of Emrakul attacks, add  at the beginning of your next main phase this turn.
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Conduit of Ruin
 ( 6)
Creature — Eldrazi
(5/5)
When you cast this spell, you may search your library for a colorless creature card with converted mana cost 7 or greater, reveal it, then shuffle your library and put that card on top of it. The first creature spell you cast each turn costs less to cast.
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Cone of Flame
   ( 5)
Sorcery
Cone of Flame deals 1 damage to any target, 2 damage to another target, and 3 damage to a third target.
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Copperhoof Vorrac
   ( 5)
Creature — Boar Beast
(2/2)
Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control.
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Corrupt Court Official
  ( 2)
Creature — Human Advisor
(1/1)
When Corrupt Court Official enters the battlefield, target opponent discards a card.
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Corrupt Official
  ( 5)
Creature — Human Minion
(3/1)
 : Regenerate Corrupt Official.
Whenever Corrupt Official becomes blocked, defending player discards a card at random.
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Cosima, God of the Voyage
  ( 3)
Legendary Creature — God
(2/4)
At the beginning of your upkeep, you may exile Cosima. If you do, it gains "Whenever a land enters the battlefield under your control, if Cosima is exiled, you may put a voyage counter on it. If you don't, return Cosima to the battlefield with X +1/+1 counters on it and draw X cards, where X is the number of voyage counters on it."
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Council of Advisors
  ( 3)
Creature — Human Advisor
(1/1)
When Council of Advisors enters the battlefield, draw a card.
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Council of the Absolute
   ( 4)
Creature — Human Advisor
(2/4)
As Council of the Absolute enters the battlefield, choose a noncreature, nonland card name. Your opponents can't cast spells with the chosen name. Spells with the chosen name you cast cost less to cast.
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Courser of Kruphix
   ( 3)
Enchantment Creature — Centaur
(2/4)
Play with the top card of your library revealed. You may play lands from the top of your library. Whenever a land enters the battlefield under your control, you gain 1 life.
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Court of Ambition
   ( 4)
Enchantment
When Court of Ambition enters the battlefield, you become the monarch. At the beginning of your upkeep, each opponent loses 3 life unless they discard a card. If you're the monarch, instead each opponent loses 6 life unless they discard two cards.
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Court of Bounty
   ( 4)
Enchantment
When Court of Bounty enters the battlefield, you become the monarch. At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.
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Court of Cunning
   ( 3)
Enchantment
When Court of Cunning enters the battlefield, you become the monarch. At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
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Court of Grace
   ( 4)
Enchantment
When Court of Grace enters the battlefield, you become the monarch. At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
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Court of Ire
   ( 5)
Enchantment
When Court of Ire enters the battlefield, you become the monarch. At the beginning of your upkeep, Court of Ire deals 2 damage to any target. If you're the monarch, it deals 7 damage instead.
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Covenant of Blood
  ( 7)
Sorcery
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.) Covenant of Blood deals 4 damage to any target and you gain 4 life.
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Covenant of Minds
  ( 5)
Sorcery
Reveal the top three cards of your library. Target opponent may choose to put those cards into your hand. If they don't, put those cards into your graveyard and draw five cards.
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Cover of Darkness
  ( 2)
Enchantment
As Cover of Darkness enters the battlefield, choose a creature type. Creatures of the chosen type have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
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Cover of Winter
  ( 3)
Snow 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. can be paid with one mana from a snow permanent.) If a creature would deal combat damage to you and/or one or more creatures you control, prevent X of that damage, where X is the number of age counters on Cover of Winter. : Put an age counter on Cover of Winter.
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Cradle of Vitality
  ( 4)
Enchantment
Whenever you gain life, you may pay  . If you do, put a +1/+1 counter on target creature for each 1 life you gained.
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Crash of Rhino Beetles
  ( 5)
Creature — Insect
(5/5)
Trample Crash of Rhino Beetles gets +10/+10 as long as you control ten or more lands.
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Craterhoof Behemoth
    ( 8)
Creature — Beast
(5/5)
Haste When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
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Cream of the Crop
  ( 2)
Enchantment
Whenever a creature enters the battlefield under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.
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Crescendo of War
  ( 4)
Enchantment
At the beginning of each upkeep, put a strife counter on Crescendo of War. Attacking creatures get +1/+0 for each strife counter on Crescendo of War. Blocking creatures you control get +1/+0 for each strife counter on Crescendo of War.
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Crocodile of the Crossing
  ( 4)
Creature — Crocodile
(5/4)
Haste When Crocodile of the Crossing enters the battlefield, put a -1/-1 counter on target creature you control.
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Crook of Condemnation
 ( 2)
Artifact
, : Exile target card from a graveyard.
, Exile Crook of Condemnation: Exile all cards from all graveyards.
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Crow of Dark Tidings
  ( 3)
Creature — Zombie Bird
(2/1)
Flying When Crow of Dark Tidings enters the battlefield or dies, mill two cards. (Put the top two cards of your library into your graveyard.)
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Crowd of Cinders
  ( 4)
Creature — Elemental
(*/*)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Crowd of Cinders's power and toughness are each equal to the number of black permanents you control.
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Crown of Ascension
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has flying. Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn.
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Crown of Awe
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has protection from black and from red. Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn.
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Crown of Convergence
 ( 2)
Artifact
Play with the top card of your library revealed. As long as the top card of your library is a creature card, creatures you control that share a color with that card get +1/+1.  : Put the top card of your library on the bottom of your library.
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Crown of Doom
 ( 3)
Artifact
Whenever a creature attacks you or a planeswalker you control, it gets +2/+0 until end of turn. : Target player other than Crown of Doom's owner gains control of it. Activate this ability only during your turn.
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