4595 cards found
Celestial Crusader

Celestial Crusader {2}{W}{W}

Creature - Spirit
Flash
Split second
Flying
Other white creatures get +1/+1.
2/2
Celestial Dawn

Celestial Dawn {1}{W}{W}

Enchantment
Lands you control are Plains.
Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield.
You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
Celestial Enforcer

Celestial Enforcer {2}{W}

Creature - Human Cleric
{1}{W}, {T}: Tap target creature. Activate only if you control a creature with flying.
"I look to the heavens for hope, but you will kneel."
2/3
  • Core Set 2021
Celestial Flare

Celestial Flare {W}{W}

Instant
Target player sacrifices an attacking or blocking creature.
"You were defeated the moment you declared your aggression."
—Gideon Jura
Celestial Force

Celestial Force {5}{W}{W}{W}

Creature - Elemental
At the beginning of each upkeep, you gain 3 life.
"Wishing upon only one star seems like a failure of imagination."
—Vish Kal, Blood Arbiter
7/7
  • Commander 2011
Celestial Gatekeeper

Celestial Gatekeeper {3}{W}{W}

Creature - Bird Cleric
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.
2/2
  • Legions
Celestial Judgment

Celestial Judgment {4}{W}{W}

Sorcery
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
"I was going to suggest silver, but a beam of pure angelic fury works even better."
—Rem Karolus, Fiendslayer
  • Midnight Hunt Commander 5 43
Celestial Kirin

Celestial Kirin {2}{W}{W}

Legendary Creature - Kirin Spirit
Flying
Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's mana value.
All bow at its visitation—some in awe, some in honor, some in fear.
3/3
Celestial Mantle

Celestial Mantle {3}{W}{W}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
Whenever enchanted creature deals combat damage to a player, double its controller's life total.
Upon such armor, even a mountain would break.
Related cards: Giant Secrets Stormkeld Curator
Celestial Purge

Celestial Purge {1}{W}

Instant
Exile target black or red permanent.
"A world without evil? Boring. Give me vile fiends to smite and banish any day."
—Sarlena, paladin of the Northern Verge
Celestial Unicorn

Celestial Unicorn {2}{W}

Creature - Unicorn
Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
When all hope fails, its light remains.
3/2
Celestial Vault

Celestial Vault {1}{W}

Artifact
{W}, {T}: Draft a card from Celestial Vault's spellbook and exile it face down.
{1}, Sacrifice Celestial Vault: Put each card exiled with Celestial Vault into your hand.
Related cards: Angel of Destiny Angel of Invention Angel of Sanctions Angel of Vitality Angelic Enforcer Emancipation Angel Enduring Angel Resplendent Angel Resplendent Marshal Righteous Valkyrie Segovian Angel Serra Angel Sigardian Savior Stalwart Valkyrie Valkyrie Harbinger Youthful Valkyrie
  • Alchemy: New Capenna
Celestine, the Living Saint

Celestine, the Living Saint {4}{W}

Legendary Creature - Human Warrior
Flying, lifelink
Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
3/4
  • Warhammer 40,000 Commander 10 10★
Celestus Sanctifier

Celestus Sanctifier {2}{W}

Creature - Human Cleric
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.
3/2
Cemetery Protector

Cemetery Protector {2}{W}{W}

Creature - Human Soldier
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.
3/4
Cenn's Enlistment

Cenn's Enlistment {3}{W}

Sorcery
Create two 1/1 white Kithkin Soldier creature tokens.
Retrace
The more the scarier.
Cenn's Heir

Cenn's Heir {1}{W}

Creature - Kithkin Soldier
Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.
His home clachan's familial spirit bolsters his own, but he will be ready to preside over the town as cenn only after he learns to project that strength to others.
1/1
  • Lorwyn
Cenn's Tactician

Cenn's Tactician {W}

Creature - Kithkin Soldier
{W}, {T}: Put a +1/+1 counter on target Soldier creature.
Each creature you control with a +1/+1 counter on it can block an additional creature each combat.
The choke point was the plan, but devoted camaraderie was always her strategy.
1/1
Center Soul

Center Soul {1}{W}

Instant
Target creature you control gains protection from the color of your choice until end of turn.
Rebound
Cerise, Slayer of Fear

Cerise, Slayer of Fear {3}{W}{W}

Legendary Creature - Human Cleric Knight
First strike, lifelink
At the beginning of your second main phase, if you gained life this turn, seek a card with the highest mana value among cards in your library with mana value less than or equal to the amount of life you gained this turn.
5/5
  • Alchemy: Wilds of Eldraine
Cessation

Cessation {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack.
When Cessation is put into a graveyard from the battlefield, return Cessation to its owner's hand.
"The face of Light will shine upon them, and they will know war no more."
—Song of All, canto 918
  • Urza's Legacy
Chain of Silence

Chain of Silence {1}{W}

Instant
Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, they may copy this spell and may choose a new target for that copy.
  • Onslaught
Chained to the Rocks

Chained to the Rocks {W}

Enchantment - Aura
Enchant Mountain you control
When Chained to the Rocks enters, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield.
  • Theros
Chains of Custody

Chains of Custody {2}{W}

Enchantment - Aura
Enchant creature you control
When Chains of Custody enters, exile target nonland permanent an opponent controls until Chains of Custody leaves the battlefield.
Enchanted creature has ward {2}.
  • Jumpstart 2022
Champion Lancer

Champion Lancer {4}{W}{W}

Creature - Human Knight
Prevent all damage that would be dealt to Champion Lancer by creatures.
The flash of his lance projects the pure radiance of his honor.
3/3