11127 cards found
Celebrate the Harvest

Celebrate the Harvest {3}{G}

Sorcery
Search your library for up to X basic land cards, where X is the number of different powers among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
The Harvesttide dance is one of joyous abandon, a last revel before winter nights.
Celestial Ancient

Celestial Ancient {3}{W}{W}

Creature - Elemental
Flying
Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control.
"We thought the clouds had moved from the night sky. Then the night sky moved, and the horizon grew wings."
—Josuri
3/3
Celestial Archon

Celestial Archon {3}{W}{W}

Enchantment Creature - Archon
Bestow {5}{W}{W}
Flying, first strike
Enchanted creature gets +4/+4 and has flying and first strike.
4/4
Celestial Armor

Celestial Armor {2}{W}

Artifact - Equipment
Flash
When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn.
Equipped creature gets +2/+0 and has flying.
Equip {3}{W}
Celestial Colonnade

Celestial Colonnade

Land
Celestial Colonnade enters tapped.
{T}: Add {W} or {U}.
{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
Celestial Convergence

Celestial Convergence {2}{W}{W}

Enchantment
Celestial Convergence enters with seven omen counters on it.
At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
  • Prophecy
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 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.
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
Central Elevator

Central Elevator {3}{U}

Enchantment - Room
When you unlock this door, search your library for a Room card that doesn't have the same name as a Room you control, reveal it, put it into your hand, then shuffle.
Card has other part: Promising Stairs
  • Duskmourn: House of Horror Promos 44pa 44sa
  • Duskmourn: House of Horror 44a 336a
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