Card Collection

Cartouche of Ambition
Enchantment — Aura Cartouche
2B
Enchant creature you control When this Aura enters, you may put a -1/-1 counter on target creature. Enchanted creature gets +1/+1 and has lifelink.
common
3 printings
  • AKH
  • PLST (reprint)
  • AKR (reprint)
View Statistics
Cartouche of Knowledge
Enchantment — Aura Cartouche
1U
Enchant creature you control When this Aura enters, draw a card. Enchanted creature gets +1/+1 and has flying.
common
4 printings
  • AKH
  • J25 (reprint)
  • PLST (reprint)
  • AKR (reprint)
View Statistics
Cartouche of Solidarity
Enchantment — Aura Cartouche
W
Enchant creature you control When this Aura enters, create a 1/1 white Warrior creature token with vigilance. Enchanted creature gets +1/+1 and has first strike. (It deals combat damage before creatures without first strike.)
common
4 printings
  • AKH
  • PLST (reprint)
  • AKR (reprint)
  • J25 (reprint)
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Cartouche of Strength
Enchantment — Aura Cartouche
2G
Enchant creature you control When this Aura enters, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.
common
3 printings
  • AKH
  • PLST (reprint)
  • AKR (reprint)
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Cartouche of Zeal
Enchantment — Aura Cartouche
R
Enchant creature you control When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste. (It can attack and T no matter when it came under your control.)
common
4 printings
  • AKH
  • PLST (reprint)
  • AKR (reprint)
  • J25 (reprint)
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Carven Caryatid
Creature — Spirit
1GG
Defender (This creature can't attack.) When this creature enters, draw a card.
2/5 uncommon
4 printings
  • IMA (reprint)
  • RAV
  • TDC (reprint)
  • JMP (reprint)
View Statistics
Casal, Lurkwood Pathfinder // Casal, Pathbreaker Owlbear
Legendary Creature — Tiefling Druid
3G
Vigilance When Casal enters, search your library for a Forest card, put it onto the battlefield tapped, then shuffle. Whenever Casal attacks, you may pay 1G. If you do, transform her.
3/3 rare
4 printings
  • SLD
  • SLD
  • SLX (reprint)
  • SLX (reprint)
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Cascade Bluffs
Land
T: Add C. U/R, T: Add UU, UR, or RR.
rare
12 printings
  • 2XM (reprint)
  • A25 (reprint)
  • BLC (reprint)
  • CMM (reprint)
  • EOC (reprint)
  • EVE
  • EXP (reprint)
  • NCC (reprint)
  • OTC (reprint)
  • PLST (reprint)
  • SOC (reprint)
  • TDC (reprint)
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Cascade Seer
Creature — Merfolk Wizard
3U
When this creature enters, scry X, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
3/3 common
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Cascading Cataracts
Land
Indestructible T: Add C. 5, T: Add five mana in any combination of colors.
rare
10 printings
  • AKH
  • DMC (reprint)
  • EOS (reprint)
  • EOS (reprint)
  • M3C (reprint)
  • PAKH (reprint)
  • PRM (reprint)
  • AKR (reprint)
  • EOS (reprint)
  • EOS (reprint)
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Cascading Cataracts // Cascading Cataracts
Card
4 printings
  • AEOE
  • AEOE
  • AEOE
  • AEOE
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Case File Auditor
Creature — Human Detective
2W
When this creature enters and whenever you solve a Case, look at the top six cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. You may spend mana as though it were mana of any color to cast Case spells.
1/4 uncommon
2 printings
  • MKM
  • MKM
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Case File Auditor // Case File Auditor
Card
2 printings
  • AMKM
  • AMKM
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Case of the Burning Masks
Enchantment — Case
1RR
When this Case enters, it deals 3 damage to target creature an opponent controls. To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
uncommon
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Case of the Crimson Pulse
Enchantment — Case
2R
When this Case enters, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
rare
3 printings
  • MKM
  • PMKM (reprint)
  • PMKM (reprint)
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Case of the Filched Falcon
Enchantment — Case
U
When this Case enters, investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this token: Draw a card.") To solve — You control three or more artifacts. (If unsolved, solve at the beginning of your end step.) Solved — 2U, Sacrifice this Case: Put four +1/+1 counters on target noncreature artifact. It becomes a 0/0 Bird creature with flying in addition to its other types.
uncommon
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Case of the Gateway Express
Enchantment — Case
1W
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature. To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.) Solved — Creatures you control get +1/+0.
uncommon
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Case of the Gorgon's Kiss
Enchantment — Case
B
When this Case enters, destroy up to one target creature that was dealt damage this turn. To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.) Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.
uncommon
2 printings
  • MKM
  • MKM
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Case of the Locked Hothouse
Enchantment — Case
3G
You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
rare
3 printings
  • PMKM (reprint)
  • PMKM (reprint)
  • MKM
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Case of the Lost Witness
Enchantment — Case
1U
When this Case enters, conjure four cards named Fblthp, the Lost into your library, then shuffle. Draw a card. To solve — You control a legendary Homunculus. Solved — You may look at the top card of your library any time and you may play lands and cast spells from the top of your library.
uncommon
2 printings
  • MBC
  • YMKM (reprint)
View Statistics
Case of the Market Melee
Enchantment — Case
1R
When this Case enters, it deals 1 damage to any target. Damage isn't removed from creatures during cleanup steps. To solve — Three or more creatures are damaged. Solved — Whenever you attack with one or more creatures, this Case deals that much damage divided as you choose among any number of targets.
uncommon
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Case of the Pilfered Proof
Enchantment — Case
1W
Whenever a Detective you control enters or is turned face up, put a +1/+1 counter on it. To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.) Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with "2, Sacrifice this token: Draw a card.")
uncommon
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Case of the Ransacked Lab
Enchantment — Case
2U
Instant and sorcery spells you cast cost 1 less to cast. To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast an instant or sorcery spell, draw a card.
rare
3 printings
  • PMKM (reprint)
  • PMKM (reprint)
  • MKM
View Statistics
Case of the Shattered Pact
Enchantment — Case
2
When this Case enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
uncommon
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Case of the Shifting Visage
Enchantment — Case
1UU
At the beginning of your upkeep, surveil 1. To solve — There are fifteen or more cards in your graveyard. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast a nonlegendary creature spell, copy that spell. (The copy becomes a token.)
rare
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Case of the Stashed Skeleton
Enchantment — Case
1B
When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.) To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.) Solved — 1B, Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
rare
3 printings
  • MKM
  • PMKM (reprint)
  • PMKM (reprint)
View Statistics
Case of the Trampled Garden
Enchantment — Case
2G
When this Case enters, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
uncommon
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Case of the Uneaten Feast
Enchantment — Case
W
Whenever a creature you control enters, you gain 1 life. To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
rare
3 printings
  • PMKM (reprint)
  • PMKM (reprint)
  • MKM
View Statistics
Case the Joint
Instant
3U
Draw two cards, then look at the top card of each player's library.
common
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Casey Jones, Asphalt Hooligan
Legendary Creature — Human Berserker
2R
Double strike (This creature deals both first-strike and regular combat damage.) 4: Double Casey Jones's power until end of turn. Any player may activate this ability.
2/2 rare
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Casey Jones, Back Alley Brute
Legendary Creature — Human Berserker
3R
Menace Whenever Casey Jones attacks, put a +1/+1 counter on target attacking creature. Whenever you put one or more +1/+1 counters on a creature you control, Casey Jones deals that much damage to target opponent.
4/2 rare
2 printings
  • TMC
  • TMC
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Casey Jones, Jury-Rig Justiciar
Legendary Creature — Human Berserker
1R
Haste When Casey Jones enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/1 uncommon
2 printings
  • TMT
  • TMT
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Casey Jones, Vigilante
Legendary Creature — Human Berserker
1RR
When Casey Jones enters, draw three cards. At the beginning of your next upkeep, discard three cards at random.
4/3 rare
6 printings
  • TMT
  • TMT
  • TMT
  • TMT
  • TMT
  • TMT
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Casey Jones, Vigilante // Casey Jones, Vigilante
Card
2 printings
  • ATMT
  • ATMT
View Statistics
Casey & Raph, Hotheads
Legendary Creature — Mutant Ninja Human Turtle
4R
When Casey & Raph enter, choose one or both. Each mode must target a different player. • Target player exiles the top card of their library. Until that player's next end step, they may play that card without paying its mana cost. • Target player creates two Treasure tokens.
4/4 rare
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Cass, Hand of Vengeance
Legendary Creature — Human Ranger
2RW
Vigilance Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
4/3 rare
4 printings
  • PIP
  • PIP
  • PIP
  • PIP
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Cast Away Doubt
Sorcery
2B
Draw two cards. Cast Away Doubt deals 2 damage to each player.
common
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Cast Away Doubt // Cast Away Doubt
Card
2 printings
  • AFRA
  • AFRA
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Castaway's Despair
Enchantment — Aura
3U
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
common
2 printings
  • PLST (reprint)
  • XLN
View Statistics
Cast Down
Instant
1B
Destroy target nonlegendary creature.
common
10 printings
  • 2XM (reprint)
  • CLB (reprint)
  • CMR (reprint)
  • DOM
  • PDOM (reprint)
  • PLST (reprint)
  • PLST (reprint)
  • PMEI (reprint)
  • PRM (reprint)
  • HBG (reprint)
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Castigate
Sorcery
WB
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
common
3 printings
  • GPT
  • PAL06 (reprint)
  • PRM (reprint)
View Statistics
Casting of Bones
Enchantment — Aura
2B
Enchant creature When enchanted creature dies, draw three cards, then discard one of them.
common
3 printings
  • ALL
  • ALL
  • CST (reprint)
View Statistics
Cast into Darkness
Enchantment — Aura
1B
Enchant creature Enchanted creature gets -2/-0 and can't block.
common
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Cast into the Fire
Instant
1R
Choose one — • Cast into the Fire deals 1 damage to each of up to two target creatures. • Exile target artifact.
common
2 printings
  • LTR (reprint)
  • LTR
View Statistics
Castle
Enchantment
3W
Untapped creatures you control get +0/+2.
uncommon
16 printings
  • 2ED (reprint)
  • 30A (reprint)
  • 30A (reprint)
  • 3ED (reprint)
  • 4BB (reprint)
  • 4ED (reprint)
  • 5ED (reprint)
  • 6ED (reprint)
  • 7ED (reprint)
  • 7ED (reprint)
  • CED (reprint)
  • CEI (reprint)
  • FBB (reprint)
  • LEA
  • LEB (reprint)
  • SUM (reprint)
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Castle Ardenvale
Land
This land enters tapped unless you control a Plains. T: Add W. 2WW, T: Create a 1/1 white Human creature token.
rare
13 printings
  • BLC (reprint)
  • ELD
  • LTC (reprint)
  • LTC (reprint)
  • MKC (reprint)
  • NCC (reprint)
  • ONC (reprint)
  • PELD (reprint)
  • PELD (reprint)
  • TDC (reprint)
  • WOC (reprint)
  • ELD
  • LTC (reprint)
View Statistics
Castle Doom
Land
T: Add C. T: Add one mana of any color. Spend this mana only to cast an artifact spell. 3, T, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery.
rare
2 printings
  • MSH
  • MSH
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Castle Embereth
Land
This land enters tapped unless you control a Mountain. T: Add R. 1RR, T: Creatures you control get +1/+0 until end of turn.
rare
9 printings
  • CLB (reprint)
  • ELD
  • ELD
  • NCC (reprint)
  • ONC (reprint)
  • PELD (reprint)
  • PELD (reprint)
  • PLST (reprint)
  • TDC (reprint)
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Castle Garenbrig
Land
This land enters tapped unless you control a Forest. T: Add G. 2GG, T: Add six G. Spend this mana only to cast creature spells or activate abilities of creatures.
rare
5 printings
  • ELD
  • PELD (reprint)
  • PELD (reprint)
  • PLST (reprint)
  • ELD
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Castle Locthwain
Land
This land enters tapped unless you control a Swamp. T: Add B. 1BB, T: Draw a card, then you lose life equal to the number of cards in your hand.
rare
6 printings
  • CLB (reprint)
  • ELD
  • FDC (reprint)
  • PELD (reprint)
  • PELD (reprint)
  • ELD
View Statistics
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