12471 cards found
Ceanne's Dawnbringer

Ceanne's Dawnbringer {W}

Creature - Human Soldier
Whenever a Soldier or Knight you control enters, you may sacrifice Ceanne's Dawnbringer. If you do, put your choice of two different counters on that creature from among +1/+1, first strike, lifelink, and vigilance.
The Shield of Caerdyne's convictions inspire more than just stories.
2/1
  • MSEM Masters: Jumpstart
Ceanne, Shield of Caerdyne

Ceanne, Shield of Caerdyne {1}{W}

Legendary Creature - Human Knight
Ceanne, Shield of Caerdyne enters with your choice of a +1/+1, first strike, lifelink, or vigilance counter.
Counters remain on Ceanne as it moves to any zone other than a player's hand or library.
{3}{G/W}: For each kind of counter on Ceanne, put a counter of that kind on another target creature you control. Activate only once each turn and only as a sorcery.
2/1
  • Seasons of War
Cease Conflict

Cease Conflict {1}{W}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
{3}{W}: Attach Cease Conflict to target creature.
Allagras eventually agreed to take the survivors under his protection.
  • Aftermath
Ceaseless Research

Ceaseless Research {G}

Enchantment
Once each turn, when you sacrifice a permanent, you may put two progress counters on Ceaseless Research and surveil 2.
{2}{G}, Remove X progress counters from Ceaseless Research: Create an X/X green Mutant creature token. X can't be less than 3. Activate only as a sorcery.
GenTech's ethics department serves dutifully.
  • Beyond the Blackwall
Ceaseless Valiant

Ceaseless Valiant {1}{W}{W}

Creature - Spirit Knight
Flash
When Ceaseless Valiant enters, another target permanent gains indestructible until end of turn.
Recite {1}{W} (You may cast this creature from your graveyard for its recite cost. If you do, exile it when it enters or if it would leave the battlefield.)
2/3
  • Carpe Arcanum
Cedric Shaw

Cedric Shaw {2}{B}{B}

Legendary Planeswalker - Cedric
[+1]: Each opponent loses 1 life and you gain 1 life. Mill a card. If you do, you may shuffle a card from your graveyard into your library.
[0]: Any number of target players each discard a card. If you have an insight counter, return up to one creature card from your graveyard to your hand.
[0]: You get an insight counter.
[–2]: Target creature gets -3/-3 until end of turn.
Loyalty:
4
  • Toll Midnight
Celebrant of Jubilation

Celebrant of Jubilation {3}{G}{W}{U}

Creature - Angel Soldier
Flying
When Celebrant of Jubilation enters, untap all creatures you control.
Cycling {2} ({2}, Discard this card: Draw a card.)
3/4
  • Alara
Celebrations of Ferocity

Celebrations of Ferocity {R}{G}

Enchantment - Gallery
(Choose only one work as a sorcery to add its ability.)
When Celebrations of Ferocity enters, add {R}{G}. Spend this mana only to cast creature spells.
{4}{R}{R}: Hao'Tai's Wake
At the beginning of combat on your turn, target creature you control becomes a 4/4 red Dragon with flying until end of turn.
{1}{G}: Portrait of Qiyan
Creatures you control enter with an additional +1/+1 counter on them.
  • Nangjiao In Bloom
Celestial Army

Celestial Army {6}{W}{W}

Sorcery
Create three 1/1 white Soldier creature tokens, two 2/2 white Knight creature tokens with vigilance, and a 4/4 white Angel creature token with flying.
  • K15 Core Set
Celestial Concordance

Celestial Concordance {3}{W}{W}

Sorcery
Choose one —
• Destroy all creatures.
• Create a 4/4 white Angel creature token with flying and vigilance.
The bitterness of fae is born of anger and sympathy. Angels feel neither.
  • Feanav: The Apothecary's Progress
Celestial Conscript
Scavenging Soldier

Celestial Conscript

Creature - Angel Soldier
(Color indicator: Celestial Conscript is white)
First strike
Whenever a creature blocks Celestial Conscript, put a -1/-1 counter on that creature.
Late in the war, those who could be elevated to replace lost angels of the Concordance would become scarce as well.
3/2
Card has other part: Scavenging Soldier
  • The Empty Throne of Feanav
Celestial Deliverance

Celestial Deliverance {2}{U}{U}

Sorcery
You may reveal a creature card from your hand. Return each creature with power less than the greatest power among creatures you control and creature cards revealed this way to their owners' hands .
“The Winds give, and the Winds take.”
—Dai Gui, Pillar of Sea and Sky
  • Panxiou
Celestial Favor

Celestial Favor {3}{W}

Enchantment
Flash
Creatures you control get +1/+1.
The royal family has a centuries-old angelic pact, with the condition that they unite humanity under angelic law by whatever means necessary.
  • Feanav: The Apothecary's Progress
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 Intervention

Celestial Intervention {2}{W}

Instant
Wu Xing (Add effects based on the number of colors of mana spent to cast this spell.)
1 | Destroy target tapped creature.
3 | Prevent all combat damage that would be dealt this turn.
  • Panxiou
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, choose a number.
Noncreature spells with mana value equal to the chosen number can't be cast.
4/3
  • Feanav: The Apothecary's Progress
Celestial Scythe

Celestial Scythe {3}

Artifact - Equipment
When Celestial Scythe enters, attach it to target Angel, Demon, Faerie, or Spirit you control.
Equipped creature gets +2/+1.
Equip {2}
The symbol of the great fallen bitter star, still recognized among all the spheres of divinity.
  • The Empty Throne of Feanav
Celestian Crusader

Celestian Crusader {5}{W}

Creature - Bird Soldier
Flying (This creature can't be blocked except by creatures with flying or reach.)
Motivate 1 (When this creature enters, you may motivate target creature with less power than this by putting a +1/+1 counter on it.)
4/2
  • Tides of War
Cenotaph Conjurant

Cenotaph Conjurant {1}{U}

Creature - Spirit Wizard
You may cast spells with mana value 5 or greater as though they had flash.
As long as you control a permanent with mana value 5 or greater, Cenotaph Conjurant gets +2/+0 and can't be blocked.
1/3
  • Toll Midnight
Centaur Courser

Centaur Courser {2}{G}

Creature - Centaur Warrior
It is said that even centaurs can become Ensouled. The centaurs fervently deny such claims, and mercilessly hunt any among their kind who prove them right.
3/3
  • Arkadai
Centaur Warband

Centaur Warband {4}{G}

Creature - Centaur Warrior
Trample
{4}{G}: Centaur Warband gets +2/+2 until end of turn.
“The Mukal are barbaric, orcs brutish, humans spineless, and elves cruel. Only we truly know how to wage war.”
4/4
  • Arkadai
Centipede Engine

Centipede Engine {7}

Artifact Creature - Insect Construct
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever Centipede Engine attacks, you may have target creature block it this turn if able.
Akrianos wasn't used to insects trying to crush him underfoot.
6/4
  • Tides of War
Cephalovorous Flukes
Deepdrinker's Domain

Cephalovorous Flukes {1}{U}

Creature - Worm Horror
Flash
When Cephalovorous Flukes enters, counter target spell or ability that targets you or a permanent you control.
1/1
Card has other part: Deepdrinker's Domain
  • Toll Midnight