9386 cards found
Cairn Wanderer

Cairn Wanderer {4}{B}

Creature - Shapeshifter
Changeling
As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
4/4
Calciderm

Calciderm {2}{W}{W}

Creature - Beast
Shroud
Vanishing 4
5/5
Related card: Blastoderm
Calciform Pools

Calciform Pools

Land
{T}: Add {C}.
{1}, {T}: Put a storage counter on Calciform Pools.
{1}, Remove X storage counters from Calciform Pools: Add X mana in any combination of {W} and/or {U}.
Calcite Snapper

Calcite Snapper {1}{U}{U}

Creature - Turtle
Shroud
Landfall — Whenever a land you control enters, you may switch Calcite Snapper's power and toughness until end of turn.
1/4
  • Worldwake
Caldera Hellion

Caldera Hellion {3}{R}{R}

Creature - Hellion
Devour 1
When Caldera Hellion enters, it deals 3 damage to each creature.
3/3
  • Shards of Alara
Call

Call {4}{W}{U}

Sorcery
Create four 1/1 white Bird creature tokens with flying.
Fuse
Card has other part: Beck
Call for Blood

Call for Blood {4}{B}

Instant - Arcane
As an additional cost to cast this spell, sacrifice a creature.
Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power.
Call of the Conclave

Call of the Conclave {G}{W}

Sorcery
Create a 3/3 green Centaur creature token.
Centaurs are sent to evangelize in Gruul territories where words of war speak louder than prayers of peace.
Call of the Herd

Call of the Herd {2}{G}

Sorcery
Create a 3/3 green Elephant creature token.
Flashback {3}{G}
Call of the Nightwing

Call of the Nightwing {2}{U}{B}

Sorcery
Create a 1/1 blue and black Horror creature token with flying.
Cipher
Call of the Wild

Call of the Wild {2}{G}{G}

Enchantment
{2}{G}{G}: Reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, put it into your graveyard.
From a whisper to a roar, the call is heard by all and refused by none.
Call the Skybreaker

Call the Skybreaker {5}{U/R}{U/R}

Sorcery
Create a 5/5 blue and red Elemental creature token with flying.
Retrace
It hears and answers every orison across Shadowmoor.
Call to Glory

Call to Glory {1}{W}

Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
"General Takeno glared at us as if we were the enemy. 'The day is not over yet,' he shouted, 'and unless you have a nezumi's heart, you will stand and fight!'"
—Battle of Akagi River: A Survivor's Tale
  • Champions of Kamigawa
Call to Heel

Call to Heel {1}{U}

Instant
Return target creature to its owner's hand. Its controller draws a card.
On Bant, a sigil is both a prize of honor and a bond of duty. The one who bears it may be called to fulfill that charge at any moment.
Call to Mind

Call to Mind {2}{U}

Sorcery
Return target instant or sorcery card from your graveyard to your hand.
"It's hard to say which is more satisfying: the search for that missing piece or fitting that piece into place."
—Evo Ragus
Call to Serve

Call to Serve {1}{W}

Enchantment - Aura
Enchant nonblack creature
Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
Grace is a gift, never a reward.
  • Avacyn Restored
Call to the Grave

Call to the Grave {4}{B}

Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature of their choice.
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Call to the Grave.
Call to the Kindred

Call to the Kindred {3}{U}

Enchantment - Aura
Enchant creature
At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
  • Dark Ascension
Call to the Netherworld

Call to the Netherworld {B}

Sorcery
Return target black creature card from your graveyard to your hand.
Madness {0}
The ritual was normally performed only by horrors and pit spawn. Lesser mages had but one sanity to crack in the casting.
Caller of Gales

Caller of Gales {U}

Creature - Merfolk Wizard
{1}{U}, {T}: Target creature gains flying until end of turn.
"Some merfolk choose to rest their fins in the water. I believe wisdom exists not only where we were born but where we were told not to go."
1/1
Caller of the Claw

Caller of the Claw {2}{G}

Creature - Elf
Flash
When Caller of the Claw enters, create a 2/2 green Bear creature token for each nontoken creature put into your graveyard from the battlefield this turn.
2/2
Callous Deceiver

Callous Deceiver {2}{U}

Creature - Spirit
{1}: Look at the top card of your library.
{2}: Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Activate only once each turn.
1/3
  • Champions of Kamigawa
Callow Jushi

Callow Jushi {1}{U}{U}

Creature - Human Wizard
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Callow Jushi.
At the beginning of the end step, if there are two or more ki counters on Callow Jushi, you may flip it.
2/2
Card has other part: Jaraku the Interloper
  • Betrayers of Kamigawa
Canal Dredger

Canal Dredger {4}

Artifact Creature - Construct
Draft Canal Dredger face up.
Each player passes the last card from each booster pack to a player who drafted a card named Canal Dredger.
{T}: Put target card from your graveyard on the bottom of your library.
1/5
  • Conspiracy
Cancel

Cancel {1}{U}{U}

Instant
Counter target spell.