5739 cards found
Celestial Hieromancer

Celestial Hieromancer {W}{U}

Enchantment Creature - Human Wizard
Your opponents skip their upkeep steps.
At the beginning of your first upkeep each turn, you get an additional upkeep step after this step.
“As much a lie as equality in death is equality under the law.”
—Democurus, Meletian iconoclast
2/3
  • Theros Triumphant
Celestial Mandate

Celestial Mandate {1}{W}

Sorcery
Choose one or both —
• Target opponent with more cards in hand than you reveals their hand. Choose a nonland card revealed this way. That player exiles it.
• Exile target nonland permanent if its controller controls more nonland permanents than you.
For as long as those cards remain exiled, their owner may play them. A spell cast this way costs {2} more to cast.
  • Panxiou
Celestial O-Yoroi

Celestial O-Yoroi {3}

Artifact - Equipment
Equipped creature gets +3/+3.
Prevent all combat damage that would be dealt to equipped creature.
Equip {3}
  • Imperial Legacies
Celestial Principality

Celestial Principality {3}{W}

Creature - Angel
Reach
As Celestial Principality enters the battlefield, choose a number.
Noncreature spells with mana value equal to the chosen number can't be cast.
4/3
  • Feanav: The Apothecary's Progress
Center of Culture

Center of Culture

Land
{T}: Add {C}.
Civilized — {T}: Add {C}{C}. Activate only if you control an artifact, a creature, and an enchantment.
“Look what we have built together.”
— Ekebram, to the other worldly gods
  • Scriptures of Urshad
Centered Acolyte

Centered Acolyte {1}{W}

Creature - Human Monk
Whenever you cast a spell, if it isn't your main phase, create a 1/1 white Monk creature token, then creatures you control get +1/+1 until end of turn.
Everything the Culi-Sae monks achieve, they achieve through discipline.
1/1
Ceremony of Safe Passage
Machi Initiate

Ceremony of Safe Passage {2}{G}

Instant
Legacy (You may play this side of this card only from your graveyard. Exile it if it would be put into a graveyard or not resolve.)
Shuffle any number of target cards in graveyards into their owners' libraries.
Scry 2, then you gain 3 life.
...as well as ensuring the dead join their ancestors.
Card has other part: Machi Initiate
  • Road to Carü Mapu
Ch'aska Walla Captain

Ch'aska Walla Captain {3}{W}{W}

Creature - Human Soldier Wizard
When Ch'aska Walla Captain enters the battlefield, if you cast it, you may return an enchantment card from your graveyard to the battlefield. When you do, you gain life equal to that enchantment's mana value.
“A single one of my Ch'aska Walla can do in a minute what a hundred men couldn't do in a year.”
—Shining Capac Upanqui
3/4
  • Road to Carü Mapu
Ch'aska Walla Chasqui

Ch'aska Walla Chasqui {U}

Creature - Human Scout Wizard
As long as you control three or more creatures with the same name, Scouts and Wizards you control can't be blocked.
A deck can have any number of cards named Ch'aska Walla Chasqui.
“I'm afraid you're all that stands between me and the end of my relay. And I could really use some chicha right now.”
1/1
  • Road to Carü Mapu
Ch'aska Walla Vanguard

Ch'aska Walla Vanguard {1}{W}

Creature - Human Soldier Wizard
Lifelink
Whenever you cast a noncreature spell, put a +1/+1 counter on Ch'aska Walla Vanguard.
“I don't mean to question the Capac, but I do wonder why he only called for rank and file troops in this new conquest of his. Perhaps he fears the collateral damage.”
1/2
  • Road to Carü Mapu
Chain of Command

Chain of Command {2}{G}{W}

Enchantment - Aura
Enchant creature you control
Enchanted creature gets +1/+1.
When enchanted creature dies, you may search your library for a creature card with mana value equal to enchanted creature's mana cost minus 1, put it onto the battlefield, and attach Chain of Command to it, then shuffle.
  • Khaliz-Dorahn
Chain of Decimation

Chain of Decimation {R}{R}{R}

Instant
Chain of Decimation deals 4 damage to target creature, 3 damage to two other target creatures, 2 damage to three other target creatures and 1 damage to four other target creatures. (You can't cast Chain of Decimation unless it has ten targets.)
The skies are feared with good reason.
  • Oirohpo
Chained Greatwolf

Chained Greatwolf {2}{G}

Creature - Wolf Beast
Chained Greatwolf enters the battlefield with a defender counter on it.
{3}{G}{G}, Remove a defender counter from Chained Greatwolf: Chained Greatwolf gets +5/+5 and gains trample until end of turn. Activate only during your turn.
5/5
  • Arkadai
Chains of Subdual

Chains of Subdual {3}

Artifact
Creatures entering or leaving the battlefield don't cause abilities to trigger. (This includes dying.)
Players can't sacrifice creatures to cast spells or activate abilities.
“With nowhere else to go, the prisoner moves inward and discovers the truth of life.”
—Gurifu, Rakkiri chainwarden
  • Glacia: Hail to the Queen
Chalice of Fallen Foes
Fight for Succession

Chalice of Fallen Foes

Artifact - Monument
(Color indicator: Chalice of Fallen Foes is white and black)
At the beginning of your upkeep, each opponent loses 1 life and you gain 1 life.
“Drink deep in your victories, as you will never fail again.”
—Siaveed, Commander of Armies
Card has other part: Fight for Succession
  • Alkabah
Chalkira Duelist

Chalkira Duelist {1}{G}{G}

Creature - Human Samurai
Whenever a creature an opponent controls becomes tapped, put a +1/+1 counter on Chalkira Duelist.
2/2
  • Imperial Legacies
Challenge Authority

Challenge Authority {3}{G}{G}

Enchantment
Whenever a permanent enters the battlefield under an opponent's control, reveal the top card of your library. If it's a permanent card that shares a type with that permanent, you may put it onto the battlefield. Otherwise, put it on the bottom of your library.
  • Surging Tide
Chamber of Ceremonies

Chamber of Ceremonies

Land
{T}: Add {C}.
{T}: Add one mana of any color among creatures and planeswalkers you control.
{T}: Target player may gain control of target permanent you own. (That player may choose not to.)
  • Seasons of War
Chamber of Reflections

Chamber of Reflections {2}

Artifact
When Chamber of Reflections enters the battlefield, draw a card, then choose a legendary card name.
Permanents you control with the chosen name have hexproof and the “legend rule” doesn't apply to them.
Chamber of Splendor

Chamber of Splendor

Land
Chamber of Splendor enters the battlefield tapped.
When Chamber of Splendor enters the battlefield, you may pay {1}. If you do, create a Treasure token. (It's an artifact with “{T}, Sacrifice this artifact: Add one mana of any color.”)
{T}: Add {C}.
Champion of Blades

Champion of Blades {R}{W}

Creature - Human Knight
Double strike
Motley — As long as there are five or more names among nonland permanents you control, Champion of Blades has vigilance, trample, and haste.
1/2
  • Survive the Night
Champion of Destinies

Champion of Destinies {1}{W}{W}

Creature - Human Cleric Knight
Vigilance
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
When Champion of Destinies becomes renowned, you become the monarch.
You held your head like a hero
On a history book page
It was the end of a decade
But the start of an age
2/3
Champion of Scales

Champion of Scales {R}{R}

Creature - Human Soldier
First strike, haste
Wanderlust — At the beginning of combat on each of your turns, if you control four or more differently named lands, you may pay {1}{R}. If you do, create a 4/4 red Dragon creature token with flying and haste. Exile that token at end of combat.
2/2
Champion of the Provinces

Champion of the Provinces {3}{W}

Creature - Human Samurai
Flash
Flying
When Champion of the Provinces enters the battlefield, return any number of other permanents you control to their owner's hands.
3/4
Champion of the Red Dawn

Champion of the Red Dawn {R}{W}

Creature - Human Soldier
Lifelink
Instant and sorcery spells you control have lifelink.
{2}{R}{W}: Copy target instant or sorcery spell. You may choose new targets for the copy.
“It's too late to try to run, we run the city.”
2/2