11127 cards found
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
Cetavolver

Cetavolver {1}{U}

Creature - Volver
Kicker {1}{R} and/or {G}
If Cetavolver was kicked with its {1}{R} kicker, it enters with two +1/+1 counters on it and with first strike.
If Cetavolver was kicked with its {G} kicker, it enters with a +1/+1 counter on it and with trample.
1/1
  • Apocalypse
Chain Lightning

Chain Lightning {R}

Sorcery
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay {R}{R}. If the player does, they may copy this spell and may choose a new target for that copy.
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
Chain Stasis

Chain Stasis {U}

Instant
You may tap or untap target creature. Then that creature's controller may pay {2}{U}. If the player does, they may copy this spell and may choose a new target for that copy.
"Here we go again."
—Kakra, Sea Troll
Related card: Apocalypse Chime
  • Homelands
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.
Chainer's Edict

Chainer's Edict {1}{B}

Sorcery
Target player sacrifices a creature of their choice.
Flashback {5}{B}{B}
The pits have their own form of mercy.
Chainer, Dementia Master

Chainer, Dementia Master {3}{B}{B}

Legendary Creature - Human Minion
All Nightmares get +1/+1.
{B}{B}{B}, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types.
When Chainer, Dementia Master leaves the battlefield, exile all Nightmares.
3/3
Chainer, Nightmare Adept

Chainer, Nightmare Adept {2}{B}{R}

Legendary Creature - Human Minion
Discard a card: You may cast a creature spell from your graveyard this turn. Activate only once each turn.
Whenever a nontoken creature you control enters, if you didn't cast it from your hand, it gains haste until your next turn.
3/2
Chains of Mephistopheles

Chains of Mephistopheles {1}{B}

Enchantment
If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.
Chainsaw

Chainsaw {1}{R}

Artifact - Equipment
When Chainsaw enters, it deals 3 damage to up to one target creature.
Whenever one or more creatures die, put a rev counter on Chainsaw.
Equipped creature gets +X/+0, where X is the number of rev counters on Chainsaw.
Equip {3}
  • Duskmourn: House of Horror Promos 128p 128s
  • Duskmourn: House of Horror 128 314
Chalice of the Void

Chalice of the Void {X}{X}

Artifact
Chalice of the Void enters with X charge counters on it.
Whenever a player casts a spell with mana value equal to the number of charge counters on Chalice of the Void, counter that spell.
Chamber Sentry

Chamber Sentry {X}

Artifact Creature - Construct
Chamber Sentry enters with a +1/+1 counter on it for each color of mana spent to cast it.
{X}, {T}, Remove X +1/+1 counters from Chamber Sentry: It deals X damage to any target.
{W}{U}{B}{R}{G}: Return Chamber Sentry from your graveyard to your hand.
0/0
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 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
Champion of Dusk

Champion of Dusk {3}{B}{B}

Creature - Vampire Knight
When Champion of Dusk enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
"Drench these golden streets in the blood of our enemies."
4/4
Champion of Lambholt

Champion of Lambholt {1}{G}{G}

Creature - Human Warrior
Creatures with power less than Champion of Lambholt's power can't block creatures you control.
Whenever another creature you control enters, put a +1/+1 counter on Champion of Lambholt.
1/1