33454 cards found
Chaos Harlequin

Chaos Harlequin {2}{R}{R}

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

Chaos Imps {4}{R}{R}

Creature - Imp
Flying
Unleash
This creature 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 this creature if the number of permanents is even.
This creature can attack as though it had haste unless it entered this turn.
7/7
  • Ice Age
Chaos Maw

Chaos Maw {5}{R}{R}

Creature - Hellion
When this creature enters, 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.
The importance of using updated Pinnacle codebooks is a lesson learned only once.
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
This creature enters 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 this creature. If you lose the flip, remove a +1/+1 counter from this creature.
0/0
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-Dog

Char-Dog {2}{R}

Artifact Creature - Dog Food
Protection from red
When this creature enters, it deals 4 damage to any target and 2 damage to you.
{G}, {T}, Sacrifice this creature: You gain 3 life.
1/1
  • Unknown Event
Char-Rumbler

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

Creature - Elemental
Double strike
{R}: This creature 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
Charged Conjuration

Charged Conjuration {3}{R}

Enchantment
At the beginning of your upkeep, instant and sorcery cards in your hand perpetually gain "This spell costs {1} less to cast."
Sacrifice this enchantment: Conjure a card of your choice from Charged Conjuration's spellbook into your hand. Activate only as a sorcery.
Related cards: Empty the Warrens Galvanic Relay Grapeshot
  • Alchemy: Bloomburrow
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 this creature. Then this creature 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 this creature attacks, it gets +1/+0 until end of turn for each attacking creature. If a Rat is attacking, this creature 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
Charging Monstrosaur

Charging Monstrosaur {4}{R}

Creature - Dinosaur
Trample, haste
"I knew I should have stayed with the boat. Always stay with the boat!"
5/5
Related card: Scalespeaker Shepherd
Charging Slateback

Charging Slateback {4}{R}

Creature - Beast
This creature can't block.
Morph {4}{R}
Goblins prize its hide for building rock sled runners.
4/3
  • Onslaught
Charging Tuskodon

Charging Tuskodon {3}{R}{R}

Creature - Dinosaur
Trample
If this creature would deal combat damage to a player, it deals double that damage to that player instead.
It doesn't hold grudges. It runs them down and impales them.
4/4
Charmbreaker Devils

Charmbreaker Devils {5}{R}

Creature - Devil
At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand.
Whenever you cast an instant or sorcery spell, this creature gets +4/+0 until end of turn.
4/4
Related card: Tibalt, Wicked Tormentor
Charming Scoundrel

Charming Scoundrel {1}{R}

Creature - Human Rogue
Haste
When this creature enters, choose one —
• Discard a card, then draw a card.
• Create a Treasure token.
• Create a Wicked Role token attached to target creature you control.
1/1