883 cards found
Cached Defenses

Cached Defenses {2}{G}

Sorcery
Bolster 3.
The glittering scales in the Abzan vaults represent mighty deeds of the past and protection for generations to come.
  • Fate Reforged
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.
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Call to the Grave.
Canopy Vista

Canopy Vista

Land - Forest Plains
({T}: Add {G} or {W}.)
Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
The continent of Murasa lies beneath a blanket of dense vegetation, its enormous branches tangled so thickly that some inhabitants never see the ground.
Carbonize

Carbonize {2}{R}

Instant
Carbonize deals 3 damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.
"There's no coming back from that."
—Jaya Ballard
Carrion Feeder

Carrion Feeder {B}

Creature - Zombie
Carrion Feeder can't block.
Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder.
It has no respect for the deeds of martyrs, reducing their legacy to a mouthful of flesh.
1/1
Cast Off

Cast Off {3}{W}{W}

Sorcery - Adventure
Destroy all non-Giant creatures.
Card has other part: Realm-Cloaked Giant
Cataclysmic Gearhulk

Cataclysmic Gearhulk {3}{W}{W}

Artifact Creature - Construct
Vigilance
When Cataclysmic Gearhulk enters the battlefield, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
4/5
Catti-brie of Mithral Hall

Catti-brie of Mithral Hall {G}{W}

Legendary Creature - Human Archer
First strike, reach
Whenever Catti-brie of Mithral Hall attacks, put a +1/+1 counter on it for each Equipment attached to it.
{1}, Remove all +1/+1 counters from Catti-brie: It deals X damage to target attacking or blocking creature an opponent controls, where X is the number of counters removed this way.
2/2
Cave of the Frost Dragon

Cave of the Frost Dragon

Land
If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.
{T}: Add {W}.
{4}{W}: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
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
Chain Reaction

Chain Reaction {2}{R}{R}

Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
"We train for the improbable, like lightning striking the same place twice, or striking everywhere at once."
—Nundari, Sea Gate militia captain
Chameleon Colossus

Chameleon Colossus {2}{G}{G}

Creature - Shapeshifter
Changeling
Protection from black
{2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power.
4/4
Champion of Wits

Champion of Wits {2}{U}

Creature - Naga Wizard
When Champion of Wits enters the battlefield, you may draw cards equal to its power. If you do, discard two cards.
Eternalize {5}{U}{U}
2/1
Channel Harm

Channel Harm {5}{W}

Instant
Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
  • Fate Reforged
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 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 Wand

Chaos Wand {3}

Artifact
{4}, {T}: Target opponent exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of that library in a random order.
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.
Charmed Sleep

Charmed Sleep {1}{U}{U}

Enchantment - Aura
Enchant creature
When Charmed Sleep enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Chartooth Cougar

Chartooth Cougar {5}{R}

Creature - Cat Beast
{R}: Chartooth Cougar gets +1/+0 until end of turn.
Mountaincycling {2}
4/4
Check for Traps

Check for Traps {1}{B}

Sorcery
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
"Relax. I'm a professional."
  • Adventures in the Forgotten Realms
Chill Haunting

Chill Haunting {1}{B}

Instant
As an additional cost to cast this spell, exile X creature cards from your graveyard.
Target creature gets -X/-X until end of turn.
  • Scourge
Chittering Witch

Chittering Witch {3}{B}

Creature - Human Warlock
When Chittering Witch enters the battlefield, create a number of 1/1 black Rat creature tokens equal to the number of opponents you have.
{1}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
2/2
Choked Estuary

Choked Estuary

Land
As Choked Estuary enters the battlefield, you may reveal an Island or Swamp card from your hand. If you don't, Choked Estuary enters the battlefield tapped.
{T}: Add {U} or {B}.
Choose Your Weapon

Choose Your Weapon {2}{G}

Instant
Choose one —
• Two-Weapon Fighting — Double target creature's power and toughness until end of turn.
• Archery — This spell deals 5 damage to target creature with flying.
"Move it, Varis, or I'll pick one for you!"
—Ellywick Tumblestrum