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Cauldron Dance
( 6)
Instant
Cast this spell only during combat. Return target creature card from your graveyard to the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step. You may put a creature card from your hand onto the battlefield. That creature gains haste. Its controller sacrifices it at the beginning of the next end step.
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Cauldron Familiar
( 1)
Creature — Cat
(1/1)
When Cauldron Familiar enters, each opponent loses 1 life and you gain 1 life. Sacrifice a Food: Return Cauldron Familiar from your graveyard to the battlefield.
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Cauldron Haze
( 2)
Instant
Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Cauldron of Souls
( 5)
Artifact
: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Cauldron's Gift
( 5)
Sorcery
Adamant — If at least three black mana was spent to cast this spell, mill four cards. You may choose a creature card in your graveyard. If you do, return it to the battlefield with an additional +1/+1 counter on it.
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Caustic Bronco
( 2)
Creature — Snake Horse Mount
(2/2)
Whenever Caustic Bronco attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value if Caustic Bronco isn't saddled. Otherwise, each opponent loses that much life. Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Caustic Caterpillar
( 1)
Creature — Insect
(1/1)
, Sacrifice Caustic Caterpillar: Destroy target artifact or enchantment.
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Caustic Crawler
( 5)
Creature — Insect
(4/3)
Landfall — Whenever a land you control enters, you may have target creature get -1/-1 until end of turn.
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Caustic Tar
( 6)
Enchantment — Aura
Enchant land Enchanted land has ": Target player loses 3 life."
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Cautery Sliver
( 2)
Creature — Sliver
(2/2)
All Slivers have ", Sacrifice this permanent: This permanent deals 1 damage to any target." All Slivers have ", Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target player, planeswalker, or Sliver creature this turn."
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Cautious Survivor
( 4)
Creature — Elf Survivor
(4/4)
Survival — At the beginning of your second main phase, if Cautious Survivor is tapped, you gain 2 life.
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Cavalier of Dawn
( 5)
Creature — Elemental Knight
(4/6)
Vigilance When Cavalier of Dawn enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token. When Cavalier of Dawn dies, return target artifact or enchantment card from your graveyard to your hand.
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Cavalier of Flame
( 5)
Creature — Elemental Knight
(6/5)
: Creatures you control get +1/+0 and gain haste until end of turn. When Cavalier of Flame enters, discard any number of cards, then draw that many cards. When Cavalier of Flame dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
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Cavalier of Gales
( 5)
Creature — Elemental Knight
(5/5)
Flying When Cavalier of Gales enters, draw three cards, then put two cards from your hand on top of your library in any order. When Cavalier of Gales dies, shuffle it into its owner's library, then scry 2.
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Cavalier of Night
( 5)
Creature — Elemental Knight
(4/5)
Lifelink When Cavalier of Night enters, you may sacrifice another creature. When you do, destroy target creature an opponent controls. When Cavalier of Night dies, return target creature card with mana value 3 or less from your graveyard to the battlefield.
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Cavalier of Thorns
( 5)
Creature — Elemental Knight
(5/6)
Reach When Cavalier of Thorns enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard. When Cavalier of Thorns dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
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Cavalry Drillmaster
( 2)
Creature — Human Knight
(2/1)
When Cavalry Drillmaster enters, target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
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Cavalry Master
( 4)
Creature — Human Knight
(3/3)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)
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Cavalry Pegasus
( 2)
Creature — Pegasus
(1/1)
Flying Whenever Cavalry Pegasus attacks, each attacking Human gains flying until end of turn.
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Cave of the Frost Dragon
( 0)
Land
If you control two or more other lands, Cave of the Frost Dragon enters tapped. : Add . : Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
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Cave Tiger
( 3)
Creature — Cat
(2/2)
Whenever Cave Tiger becomes blocked by a creature, Cave Tiger gets +1/+1 until end of turn.
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Cavern Crawler
( 3)
Creature — Insect
(0/3)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) : Cavern Crawler gets +1/-1 until end of turn.
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Cavern Harpy
( 2)
Creature — Harpy Beast
(2/1)
Flying When Cavern Harpy enters, return a blue or black creature you control to its owner's hand. Pay 1 life: Return Cavern Harpy to its owner's hand.
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Cavern Lampad
( 4)
Enchantment Creature — Nymph
(2/2)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Enchanted creature gets +2/+2 and has intimidate.
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Cavern of Souls
( 0)
Land
As Cavern of Souls enters, choose a creature type. : Add . : Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
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Cavern Stomper
( 6)
Creature — Dinosaur
(7/7)
When Cavern Stomper 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.) : Cavern Stomper can't be blocked by creatures with power 2 or less this turn.
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Cavern Thoctar
( 6)
Creature — Beast
(5/5)
: Cavern Thoctar gets +1/+0 until end of turn.
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Cavern Whisperer
( 5)
Creature — Nightmare
(4/4)
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.) Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature mutates, each opponent discards a card.
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Cavern-Hoard Dragon
( 9)
Creature — Dragon
(6/6)
This spell costs less to cast, where X is the greatest number of artifacts an opponent controls. Flying, trample, haste Whenever Cavern-Hoard Dragon deals combat damage to a player, you create a Treasure token for each artifact that player controls.
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Cavernous Maw
( 0)
Land — Cave
: Add . : Cavernous Maw becomes a 3/3 Elemental creature until end of turn. It's still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.
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Caverns of Despair
( 4)
World Enchantment
No more than two creatures can attack each combat. No more than two creatures can block each combat.
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Caves of Chaos Adventurer
( 4)
Creature — Human Barbarian
(5/3)
Trample When Caves of Chaos Adventurer enters, you take the initiative. Whenever Caves of Chaos Adventurer attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
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Cazur, Ruthless Stalker
( 4)
Legendary Creature — Human Warrior
(3/3)
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.) Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
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Cease-Fire
( 3)
Instant
Target player can't cast creature spells this turn. Draw a card.
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Ceaseless Searblades
( 4)
Creature — Elemental Warrior
(2/4)
Whenever you activate an ability of an Elemental, Ceaseless Searblades gets +1/+0 until end of turn.
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Celeborn the Wise
( 4)
Legendary Creature — Elf Noble
(3/3)
Whenever you attack with one or more Elves, scry 1. Whenever you scry, Celeborn the Wise gets +1/+1 until end of turn for each card looked at while scrying this way.
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Celebr-8000
( 5)
Artifact Creature — Clown Robot
(3/3)
At the beginning of combat on your turn, roll two six-sided dice. For each result of 1, Celebr-8000 gets +1/+1 until end of turn. For each other result, it gains the indicated ability until end of turn. If you rolled doubles, it also gains double strike until end of turn. • 2 — menace • 5 — flying • 3 — vigilance • 6 — indestructible • 4 — lifelink
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Celebrate the Harvest
( 4)
Sorcery
Search your library for up to X basic land cards, where X is the number of different powers among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
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Celebrity Fencer
( 4)
Creature — Elf Druid
(3/2)
Alliance — Whenever another creature you control enters, put a +1/+1 counter on Celebrity Fencer.
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Celestial Archon
( 5)
Enchantment Creature — Archon
(4/4)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying, first strike Enchanted creature gets +4/+4 and has flying and first strike.
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Celestial Convergence
( 4)
Enchantment
Celestial Convergence enters with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
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Celestial Crusader
( 4)
Creature — Spirit
(2/2)
Flash Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Flying Other white creatures get +1/+1.
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Celestial Flare
( 2)
Instant
Target player sacrifices an attacking or blocking creature.
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Celestial Force
( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, you gain 3 life.
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Celestial Gatekeeper
( 5)
Creature — Bird Cleric
(2/2)
Flying When Celestial Gatekeeper dies, exile it, then return up to two target Bird and/or Cleric permanent cards from your graveyard to the battlefield.
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Celestial Kirin
( 4)
Legendary Creature — Kirin Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's mana value.
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Celestial Messenger
( 4)
Creature — Bird Spirit
(3/2)
Flash (You may cast this card any time you could cast an instant.) Flying Celestial Messenger gets +1/+1 as long as you control a Yanling planeswalker.
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Celestial Regulator
( 3)
Creature — Angel Advisor
(2/3)
Flying When Celestial Regulator enters, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
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Celestial Sword
( 6)
Artifact
, : Target creature you control gets +3/+3 until end of turn. Its controller sacrifices it at the beginning of the next end step.
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Celestial Unicorn
( 3)
Creature — Unicorn
(3/2)
Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
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Celestus Sanctifier
( 3)
Creature — Human Cleric
(3/2)
If it's neither day nor night, it becomes day as Celestus Sanctifier enters. Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard.
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Cellar Door
( 2)
Artifact
, : Target player puts the bottom card of their library into their graveyard. If it's a creature card, you create a 2/2 black Zombie creature token.
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Cemetery Desecrator
( 6)
Creature — Zombie
(4/4)
Menace When Cemetery Desecrator enters or dies, exile another card from a graveyard. When you do, choose one — • Remove X counters from target permanent, where X is the mana value of the exiled card. • Target creature an opponent controls gets -X/-X until end of turn, where X is the mana value of the exiled card.
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Cemetery Gate
( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) Protection from black
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Cemetery Gatekeeper
( 2)
Creature — Vampire
(2/1)
First strike When Cemetery Gatekeeper enters, exile a card from a graveyard. Whenever a player plays a land or casts a spell, if it shares a card type with the exiled card, Cemetery Gatekeeper deals 2 damage to that player.
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Cemetery Illuminator
( 3)
Creature — Spirit
(2/3)
Flying Whenever Cemetery Illuminator enters or attacks, exile a card from a graveyard. You may look at the top card of your library any time. Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with Cemetery Illuminator.
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Cemetery Protector
( 4)
Creature — Human Soldier
(3/4)
Flash When Cemetery Protector enters, exile a card from a graveyard. Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
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Cemetery Prowler
( 3)
Creature — Wolf
(3/4)
Vigilance Whenever Cemetery Prowler enters or attacks, exile a card from a graveyard. Spells you cast cost less to cast for each card type they share with cards exiled with Cemetery Prowler.
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Cemetery Puca
( 3)
Creature — Shapeshifter
(1/2)
Whenever a creature dies, you may pay . If you do, Cemetery Puca becomes a copy of that creature, except it has this ability.
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Cemetery Reaper
( 3)
Creature — Zombie
(2/2)
Other Zombie creatures you control get +1/+1. , : Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
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Cemetery Recruitment
( 2)
Sorcery
Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card.
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Cemetery Tampering
( 3)
Enchantment
Hideaway 5 (When this enchantment 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.) At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
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Cenn's Heir
( 2)
Creature — Kithkin Soldier
(1/1)
Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.
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Censor
( 2)
Instant
Counter target spell unless its controller pays . Cycling (, Discard this card: Draw a card.)
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Censorship
( 1)
Enchantment
As Censorship enters, choose a word. Whenever a player says the chosen word, Censorship deals 2 damage to that player.
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Centaur Archer
( 3)
Creature — Centaur Archer
(3/2)
: Centaur Archer deals 1 damage to target creature with flying.
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Centaur Battlemaster
( 5)
Creature — Centaur Warrior
(3/3)
Heroic — Whenever you cast a spell that targets Centaur Battlemaster, put three +1/+1 counters on Centaur Battlemaster.
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Centaur Chieftain
( 4)
Creature — Centaur
(3/3)
Haste Threshold — As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain enters, creatures you control get +1/+1 and gain trample until end of turn."
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Centaur Healer
( 3)
Creature — Centaur Cleric
(3/3)
When Centaur Healer enters, you gain 3 life.
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Centaur Nurturer
( 4)
Creature — Centaur Druid
(2/4)
When Centaur Nurturer enters, you gain 3 life. : Add one mana of any color.
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Centaur of Attention
( 5)
Creature — Centaur Performer
(3/3)
When Centaur of Attention enters, roll five six-sided dice and store those results on it. At the beginning of combat on your turn, you may reroll any number of Centaur of Attention's stored results. Centaur of Attention gets +X/+X, where X is the greatest number of stored results on it of the same value.
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Centaur Omenreader
( 4)
Snow Creature — Centaur Shaman
(3/3)
As long as Centaur Omenreader is tapped, creature spells you cast cost less to cast.
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Centaur Peacemaker
( 3)
Creature — Centaur Cleric
(3/3)
When Centaur Peacemaker enters, each player gains 4 life.
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Centaur Rootcaster
( 4)
Creature — Centaur Druid
(2/2)
Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Centaur Safeguard
( 3)
Creature — Centaur Warrior
(3/1)
( can be paid with either or .) When Centaur Safeguard dies, you may gain 3 life.
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Centaur Veteran
( 6)
Creature — Centaur
(3/3)
Trample , Discard a card: Regenerate Centaur Veteran.
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Centaur Vinecrasher
( 4)
Creature — Plant Centaur
(1/1)
Trample Centaur Vinecrasher enters with a number of +1/+1 counters on it equal to the number of land cards in all graveyards. Whenever a land card is put into a graveyard from anywhere, you may pay . If you do, return Centaur Vinecrasher from your graveyard to your hand.
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Centaur's Herald
( 1)
Creature — Elf Scout
(0/1)
, Sacrifice Centaur's Herald: Create a 3/3 green Centaur creature token.
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Center Soul
( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Central Elevator // Promising Stairs (Central Elevator)
( 4)
Enchantment — Room
When you unlock this door, search your library for a Room card that doesn't have the same name as a Room you control, reveal it, put it into your hand, then shuffle. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Centrifuge (Centrifuge (a))
( 0)
Artifact — Attraction
Visit — Each player draws a card from the library of the player to their right. You create three Treasure tokens. Lights — 3, 6
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Centrifuge (Centrifuge (b))
( 0)
Artifact — Attraction
Visit — Each player draws a card from the library of the player to their right. You create three Treasure tokens. Lights — 4, 6
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Cephalid Aristocrat
( 5)
Creature — Octopus Noble
(3/3)
Whenever Cephalid Aristocrat becomes the target of a spell or ability, mill two cards.
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Cephalid Broker
( 4)
Creature — Octopus
(2/2)
: Target player draws two cards, then discards two cards.
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Cephalid Facetaker
( 3)
Creature — Octopus Rogue
(1/4)
Cephalid Facetaker can't be blocked. At the beginning of combat on your turn, you may have Cephalid Facetaker become a copy of another target creature until end of turn, except it's 1/4 and has "This creature can't be blocked."
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Cephalid Inkshrouder
( 3)
Creature — Octopus
(2/1)
Discard a card: Cephalid Inkshrouder gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.)
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Cephalid Looter
( 3)
Creature — Octopus Rogue
(2/1)
: Target player draws a card, then discards a card.
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Cephalid Shrine
( 3)
Enchantment
Whenever a player casts a spell, counter that spell unless that player pays , where X is the number of cards in all graveyards with the same name as the spell.
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Cephalopod Sentry
( 4)
Artifact Creature — Phyrexian Squid
(*/5)
Flying Cephalopod Sentry's power is equal to the number of artifacts you control.
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Cerebral Confiscation
( 3)
Sorcery
Choose one — • Target opponent discards two cards. • Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
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Cerebral Eruption
( 4)
Sorcery
Target opponent reveals the top card of their library. Cerebral Eruption deals damage equal to the revealed card's mana value to that player and each creature that player controls. If a land card is revealed this way, return Cerebral Eruption to its owner's hand.
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Cerebral Vortex
( 3)
Instant
Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards they've drawn this turn.
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