14066 cards found
Chosen of Bal

Chosen of Bal {2}{B}{B}

Sorcery
Return target creature card with power less than or equal to your fealty to Swamps from your graveyard to the battlefield. (Each Swamp you control counts towards your fealty to Swamps.)
  • Al Tabaq
Chosen of Yhzag

Chosen of Yhzag {1}{B}

Creature - Human Warlock
At the beginning of your upkeep, you may sacrifice another creature. If that creature had mana value 2 or greater, create a 3/2 colorless Horror creature token. Otherwise, create a 1/1 colorless Human creature token.
Whenever you create a creature token, you may pay 2 life. If you do, put a menace counter on it.
1/3
  • Toll Midnight
Chratteri Restoration

Chratteri Restoration {1}{G}

Sorcery
For each player, that player may search their library for a basic land card, choose a land card from their hand, and choose a land card from their graveyard, then put those cards onto the battlefield tapped. Then each player that searched their library this way shuffles it.
  • Storytime
Chratteri Valiant

Chratteri Valiant {1}{G}

Creature - Beast Warrior
Other Warriors you control have trample.
{G}: Chratteri Valiant gets +2/+2 and gains trample until end of turn. Activate only once each turn.
“That last story was a bit heavy. This next one will be lighter. There'll be hamsters.”
—Azamir, “Slaughter Of Chratteri”
1/1
  • Storytime
Chroma's Guidance

Chroma's Guidance {2}{G/W}{G/W}

Enchantment
When Chroma's Guidance enters, create a 2/2 green Wolf creature token.
Whenever you create a creature token, put a +1/+1 counter on it.
  • The Unraveling
Chromatic Herald

Chromatic Herald {1}{G}

Creature - Avatar
Flying
Lands you control have “{T}: Add one mana of any color.”
As long as you control seven or more lands, creatures you control have trample, haste, and hexproof.
0/2
Chromatic Interloper

Chromatic Interloper {W}{U}{B}{R}{G}

Creature - Elemental Horror
As Chromatic Interloper enters, choose two abilities from among first strike, menace, vigilance, trample, or haste.
Creatures you control with mana value 5 or greater have the chosen abilities.
Beautiful to behold, but certainly fatal.
7/7
  • Toll Midnight
Chromatic Lantern

Chromatic Lantern {3}

Artifact
Lands you control have “{T}: Add one mana of any color.”
{T}: Add one mana of any color.
“There are not more than five elements, yet in combination they evoke more life than can ever be contained.”
—Master Tzu, Martial Artisan
Chromatic Pendant

Chromatic Pendant {4}

Artifact
At the beginning of each player's draw step, that player draws an additional card.
Spells cost {1} less to cast.
Players may spend mana as though it were mana of any color.
Chromeleon

Chromeleon {R}

Creature - Lizard
Sacrifice Chromeleon: Add one mana of any color. Scry 1.
A true friend will stay by your side even as a hundred years fly by together.
1/1
Chronal Echo

Chronal Echo {2}{U}

Creature - Spirit Horror
Flying
{2}{U}: Until end of turn, target creature has your choice of base power and toughness 1/1 or 4/4 until end of turn. Activate only outside of combat.
“After so many iterations, it's no wonder things are getting weird—well, weirder.”
—Rowena Bishop
2/3
  • Toll Midnight
Chronic Traitor

Chronic Traitor {2}{B}

Creature - Human Rogue
When Chronic Traitor enters, each player sacrifices a creature. If Chronic Traitor's paranoia cost was paid, each player sacrifices two creatures instead.
Paranoia {2}{B}{B} (You may cast this spell for its paranoia cost when a permanent you control leaves the battlefield.)
2/1
  • Kaleidoscope
Chronicles of the Kitsune

Chronicles of the Kitsune {W}

Enchantment - Gallery
(Choose only one work as a sorcery to add its ability.)
When Chronicles of the Kitsune enters, create a 2/1 red and white Fox creature token.
{2}{W}{W}: Act I: Ascent
Creature tokens you control get +1/+1 and have flying.
{3}{W}{W}: Act II: Descent
At the beginning of your end step, if you control no creatures, create Hu Li, a legendary 4/4 white Fox Spirit creature token with flying and lifelink.
Chronofracture

Chronofracture {2}{U}{U}

Sorcery
Search target opponent's library for six cards and exile them, then that player shuffles. Skip your next turn.
“Those who possess all the time in the world struggle to spend it all.”
—Azamir, “The Last Chronomancer”
  • Storytime
Chronomancer Adept

Chronomancer Adept {5}{U}

Creature - Human Wizard
When Chronomancer Adept enters, put a time counter on each permanent you control with a time counter on it.
Whenever a permanent with vanishing you control leaves the battlefield, you may draw a card.
3/3
  • Aftermath
Chronomancer's Bauble

Chronomancer's Bauble {1}

Artifact
{2}, {T}, Sacrifice Chronomancer's Bauble: For each permanent with a time counter on it, you may put a time counter on that permanent or remove a time counter from it.
“We don't fully understand time, but that doesn't mean we can't manipulate it.”
—Savrios, Lafterii Chronomancer
  • Aftermath
Chronosphere Sovereign

Chronosphere Sovereign {4}{U}{R}{W}

Creature - Sphinx
Flying, prowess
When Chronosphere Sovereign enters, nonbasic permanents target opponent controls don't untap during their controller's next untap step.
When Chronosphere Sovereign dies, it deals 3 damage to each tapped creature you don't control. Destroy each tapped artifact you don't control.
7/7
  • Worlds Away
Chronotome

Chronotome {1}{U}

Artifact
At the beginning of your upkeep, target player mills two cards. If your main library has five or fewer cards in it, that player mills their library instead.
“What is the lifespan of the written word? A moment? A day? A year? In a master's hands, a single word can last a lifetime.”
— Rahit, arcane tutor
  • Arcanum Academia
Chronovore Clock

Chronovore Clock {3}

Artifact
Whenever a player casts a spell, put a time counter on Chronovore Clock. Then if there are ten or more time counters on it, remove all time counters from it and end the turn.
When it stops, the world stops with it.
  • Villains: The Musical
Chronowing Phoenix

Chronowing Phoenix {1}{R}{R}

Creature - Phoenix
Flying
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
If Chronowing Phoenix would die while it had no time counters on it, instead exile it, then return it to the battlefield.
3/3
  • Aftermath
Churner of Souls

Churner of Souls {2}{G}

Creature - Spirit Warlock
Death knell — Add {G}. (As a creature you control dies, trigger one death knell of that creature or another permanent you control.)
{W}{B}{G}: Trigger a death knell of target permanent you control.
1/1
  • Karina's Explorations
Churning Rough-Roller

Churning Rough-Roller {2}

Artifact Creature - Golem
{2/R}{2/R}: Churning Rough-Roller gets +1/+1 and gains double strike until end of turn.
“Always turning, forever moving. I fear the day its gears grind still.”
—Ravyesh of the Ahaban Temple
1/2
  • Al Tabaq
Churning Sandwurms

Churning Sandwurms {3}{B}{B}

Creature - Wurm
When Churning Sandwurms enters, remove all counters from target permanent. Put a +1/+1 counter on Churning Sandwurms for each counter removed this way.
“I always loved the feelin' of ridin' along in the dust of a tremorworm trail.”
—Eli Windsors
3/3
  • Scriptures of Urshad
Churning Spellroot

Churning Spellroot {5}{G}{G}

Creature - Plant Mutant
When Churning Spellroot enters, create three 1/1 black Worm creature tokens.
5/4
  • Oirohpo
Ciel's Cavalry

Ciel's Cavalry {3}{R}

Creature - Human Soldier
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Under the Raider King's rule, his allies felt no fear. His enemies, however, live in terror.
4/2
  • Riddles of Revio