10558 cards found
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.
Celestial Sword

Celestial Sword {6}

Artifact
{3}, {T}: Target creature you control gets +3/+3 until end of turn. Its controller sacrifices it at the beginning of the next end step.
"So great is its power, only the chosen can wield it and live."
—Avram Garrisson, Leader of the Knights of Stromgald
Celestine Cave Witch

Celestine Cave Witch {3}{B}

Creature - Human Warlock
When Celestine Cave Witch enters, create two 1/1 black Insect creature tokens.
Whenever Celestine Cave Witch attacks, you may sacrifice an Insect. When you do, curse defending player. (Create a black Aura Curse enchantment token that's attached to that player. It has enchant player and "At the beginning of your upkeep, you lose 1 life.")
2/3
Celestine Reef

Celestine Reef

Plane - Luvion
Creatures without flying or islandwalk can't attack.
Whenever chaos ensues, until a player planeswalks, you can't lose the game and your opponents can't win the game.
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★
Cemetery Puca

Cemetery Puca {1}{U/B}{U/B}

Creature - Shapeshifter
Whenever a creature dies, you may pay {1}. If you do, Cemetery Puca becomes a copy of that creature, except it has this ability.
"'Tis a strange creature indeed that chooses the vanquished over the victor."
—Awylla, elvish safewright
1/2
  • Shadowmoor
Cemetery Reaper

Cemetery Reaper {1}{B}{B}

Creature - Zombie
Other Zombie creatures you control get +1/+1.
{2}{B}, {T}: Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
Every grave cradles a recruit.
2/2
Cemetery Tampering

Cemetery Tampering {2}{B}

Enchantment
Hideaway 5
At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
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.
"A well-trained force brings peace... which brings more time for training!"
1/1
Centaur Vinecrasher

Centaur Vinecrasher {3}{G}

Creature - Plant Centaur
Trample
Centaur Vinecrasher enters with a number of +1/+1 counters on it equal to the number of land cards in all graveyards.
Whenever a land card is put into a graveyard from anywhere, you may pay {G}{G}. If you do, return Centaur Vinecrasher from your graveyard to your hand.
1/1
Centaur of Attention

Centaur of Attention {3}{G}{G}

Creature - Centaur Performer
When Centaur of Attention enters, roll five six-sided dice and store those results on it.
At the beginning of combat on your turn, you may reroll any number of Centaur of Attention's stored results.
Centaur of Attention gets +X/+X, where X is the greatest number of stored results on it of the same value.
3/3
  • Unfinity 132 418
Centrifuge

Centrifuge

Artifact - Attraction
Visit — Each player draws a card from the library of the player to their right. You create three Treasure tokens.
Originally, the rotors were used exclusively as particle accelerators for engine fuel, and they probably still should be.
Attraction Lights: 3, 6
Cephalid Constable

Cephalid Constable {1}{U}{U}

Creature - Octopus Wizard
Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owner's hand.
Cephalids don't police people. They police loyalties.
1/1
Cephalid Facetaker

Cephalid Facetaker {2}{U}

Creature - Octopus Rogue
Cephalid Facetaker can't be blocked.
At the beginning of combat on your turn, you may have Cephalid Facetaker become a copy of another target creature until end of turn, except it's 1/4 and has "This creature can't be blocked."
Few think to look past a familiar face and a friendly smile.
1/4
Cephalid Retainer

Cephalid Retainer {2}{U}{U}

Creature - Octopus
{U}{U}: Tap target creature without flying.
Cephalids whisper flattery in your ear, put jewels in your hand, spin dreams in your head, and stick knives in your back.
2/3
  • Odyssey
Cephalid Shrine

Cephalid Shrine {1}{U}{U}

Enchantment
Whenever a player casts a spell, counter that spell unless that player pays {X}, where X is the number of cards in all graveyards with the same name as the spell.
  • Odyssey
Cephalid Vandal

Cephalid Vandal {1}{U}

Creature - Octopus Rogue
At the beginning of your upkeep, put a shred counter on Cephalid Vandal. Then mill a card for each shred counter on Cephalid Vandal.
1/1
  • Torment
Cerebral Eruption

Cerebral Eruption {2}{R}{R}

Sorcery
Target opponent reveals the top card of their library. Cerebral Eruption deals damage equal to the revealed card's mana value to that player and each creature that player controls. If a land card is revealed this way, return Cerebral Eruption to its owner's hand.
  • Scars of Mirrodin
Cerebral Vortex

Cerebral Vortex {1}{U}{R}

Instant
Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards they've drawn this turn.
Izzet brains and Izzet boilers: contents under pressure.
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
Cerulean Sphinx

Cerulean Sphinx {4}{U}{U}

Creature - Sphinx
Flying
{U}: Cerulean Sphinx's owner shuffles it into their library.
"About the sphinx, I have mixed feelings. Their wisdom I crave, but their secrecy I can't tolerate."
—Szadek
5/5