29661 cards found
Change of Fortune

Change of Fortune {3}{R}

Sorcery
Discard your hand, then draw a card for each card you've discarded this turn.
"We cannot escape change, but with faith and fortitude, we can mold it to our liking."
—Marel, Dawnhart witch
Changeling Berserker

Changeling Berserker {3}{R}

Creature - Shapeshifter
Changeling
Haste
Champion a creature
5/3
  • Lorwyn
Chaos

Chaos {2}{R}

Instant
Creatures can't block this turn.
Card has other part: Order
Chaos Balor

Chaos Balor {3}{R}{R}

Creature - Demon
Flying
Whenever Chaos Balor attacks or dies, choose two. Each mode must target a different player.
• Target player discards all the cards in their hand, then seeks that many nonland cards.
• Chaos Balor deals 2 damage to target player and they create two Treasure tokens.
• Chaos Balor deals 2 damage to each creature target player controls. Those creatures perpetually get +2/+0.
4/5
  • Alchemy Horizons: Baldur's Gate
Chaos Channeler

Chaos Channeler {2}{R}{R}

Creature - Human Shaman
Wild Magic Surge — Whenever Chaos Channeler attacks, roll a d20.
1—9 | Exile the top card of your library. You may play it this turn.
10—19 | Exile the top two cards of your library. You may play them this turn.
20 | Exile the top three cards of your library. You may play them this turn.
4/3
  • Adventures in the Forgotten Realms
Chaos Charm

Chaos Charm {R}

Instant
Choose one —
• Destroy target Wall.
• Chaos Charm deals 1 damage to target creature.
• Target creature gains haste until end of turn.
  • Mirage
Chaos Dragon

Chaos Dragon {1}{R}{R}

Creature - Dragon
Flying, haste
Chaos Dragon attacks each combat if able.
At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, Chaos Dragon can't attack those players or planeswalkers they control this combat.
4/4
  • Commander Legends: Battle for Baldur's Gate
  • Forgotten Realms Commander 30 299
Chaos Harlequin

Chaos Harlequin {2}{R}{R}

Creature - Human
{R}: Exile the top card of your library. If that card is a land card, Chaos Harlequin gets -4/-0 until end of turn. Otherwise, Chaos Harlequin gets +2/+0 until end of turn.
2/4
  • Alliances
Chaos Imps

Chaos Imps {4}{R}{R}

Creature - Imp
Flying
Unleash
Chaos Imps has trample as long as it has a +1/+1 counter on it.
6/5
  • Return to Ravnica
Chaos Lord

Chaos Lord {4}{R}{R}{R}

Creature - Human
First strike
At the beginning of your upkeep, target opponent gains control of Chaos Lord if the number of permanents is even.
Chaos Lord can attack as though it had haste unless it entered the battlefield this turn.
7/7
  • Ice Age
Chaos Maw

Chaos Maw {5}{R}{R}

Creature - Hellion
When Chaos Maw enters the battlefield, it deals 3 damage to each other creature.
The food chain doesn't end at sandwurms.
6/6
Chaos Moon

Chaos Moon {3}{R}

Enchantment
At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds an additional {R}. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type.
  • Ice Age
Chaos Terminator Lord

Chaos Terminator Lord {3}{R}

Creature - Astartes Warrior
Lord of Chaos — At the beginning of combat on your turn, another target creature you control gains double strike until end of turn.
"Charge brothers! Death to the false Emperor!"
3/3
  • Warhammer 40,000 Commander 74 74★
Chaos Warp

Chaos Warp {2}{R}

Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Chaos Wrap

Chaos Wrap {2}{R}

Instant
The owner of target permanent shuffles it into their library. Then they may look at the top card of their library and may wrap it. If it's a permanent card, they may put it onto the battlefield. Otherwise, they may put it onto the battlefield face down as a 4/4 red Present creature. (To wrap a card, put it inside lots of sleeves. If it would be dealt damage or destroyed, remove a sleeve from it instead.)
  • Happy Holidays
Chaoslace

Chaoslace {R}

Instant
Target spell or permanent becomes red.
Chaosphere

Chaosphere {2}{R}

World Enchantment
Creatures with flying can block only creatures with flying.
Creatures without flying have reach.
"I dance the nothing dance, / Feet in the air, knives in the ground."
—Femeref chant
  • Mirage
Chaotic Backlash

Chaotic Backlash {4}{R}

Instant
Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents they control.
The concept of thoughtweft fascinates the Nighthearth cult. Imagine, bringing agony to an entire people by torturing just one.
  • Eventide
Chaotic Goo

Chaotic Goo {2}{R}{R}

Creature - Ooze
Chaotic Goo enters the battlefield with three +1/+1 counters on it.
At the beginning of your upkeep, you may flip a coin. If you win the flip, put a +1/+1 counter on Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo.
0/0
  • Tempest
Chaotic Strike

Chaotic Strike {1}{R}

Instant
Cast this spell only during combat after blockers are declared.
Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn.
Draw a card.
  • Invasion
Chaotic Transformation

Chaotic Transformation {5}{R}

Sorcery
Exile up to one target artifact, up to one target creature, up to one target enchantment, up to one target planeswalker, and/or up to one target land. For each permanent exiled this way, its controller reveals cards from the top of their library until they reveal a card that shares a card type with it, puts that card onto the battlefield, then shuffles.
Char

Char {2}{R}

Instant
Char deals 4 damage to any target and 2 damage to you.
Izzet mages often acquire their magic reagents from dubious sources, so the potency of their spells is never predictable.
Char-Rumbler

Char-Rumbler {2}{R}{R}

Creature - Elemental
Double strike
{R}: Char-Rumbler gets +1/+0 until end of turn.
Elementals flourished as Dominaria healed and new forms of life adapted to the land's reinfusion with mana.
-1/3
Charging Cinderhorn

Charging Cinderhorn {3}{R}

Creature - Elemental Ox
Haste
At the beginning of each player's end step, if no creatures attacked this turn, put a fury counter on Charging Cinderhorn. Then Charging Cinderhorn deals damage equal to the number of fury counters on it to that player.
4/2
Charging Hooligan

Charging Hooligan {3}{R}

Creature - Human Peasant
Whenever Charging Hooligan attacks, it gets +1/+0 until end of turn for each attacking creature. If a Rat is attacking, Charging Hooligan gains trample until end of turn.
"Soon the rats are gonna run this town, so I'm gonna run with them!"
3/3
  • Wilds of Eldraine