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Case of the Gorgon's Kiss Enchantment
Red
2 versions
Enchantment — Case
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.
Case of the Locked Hothouse Enchantment
3 versions
Enchantment — Case
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.
Case of the Lost Witness Enchantment
2 versions
Enchantment — Case
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.
Case of the Market Melee Enchantment
Alchemy: Karlov Manor
Enchantment — Case
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.
Case of the Pilfered Proof Enchantment
Enchantment — Case
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.
Case of the Ransacked Lab Enchantment
3 versions
Enchantment — Case
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.
Case of the Shattered Pact Enchantment
Enchantment — Case
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.
Case of the Shifting Visage Enchantment
Enchantment — Case
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.)
Case of the Stashed Skeleton Enchantment
3 versions
Enchantment — Case
When this Case enters, create a 2/1 black Skeleton creature token and suspect it.

To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)

Solved — %1%B, Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
Case of the Trampled Garden Enchantment
Enchantment — Case
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.
Case of the Uneaten Feast Enchantment
3 versions
Enchantment — Case
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.
Case the Joint Instant
Instant
Draw two cards, then look at the top card of each player's library.
Casey Jones, Asphalt Hooligan Creature
Legendary Creature — Human Berserker 2/2
Double strike
%4: Double Casey Jones's power until end of turn. Any player may activate this ability.
Casey Jones, Back Alley Brute Creature
2 versions
Legendary Creature — Human Berserker 4/2
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.
Casey Jones, Jury-Rig Justiciar Creature
2 versions
Legendary Creature — Human Berserker 2/1
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.
Casey Jones, Vigilante Creature
4 versions
Legendary Creature — Human Berserker 4/3
When Casey Jones enters, draw three cards. At the beginning of your next upkeep, discard three cards at random.
Casey & Raph, Hotheads Creature
Legendary Creature — Mutant Ninja Human Turtle 4/4
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.
Cass, Hand of Vengeance Creature
4 versions
Legendary Creature — Human Ranger 4/3
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.
Cast Away Doubt Sorcery
Story Spotlight
Sorcery
Draw two cards. Cast Away Doubt deals 2 damage to each player.
Cast Down Instant
9 versions
Instant
Destroy target nonlegendary creature.
Cast into Darkness Enchantment
Enchantment — Aura
Enchant creature
Enchanted creature gets -2/-0 and can't block.
Cast into the Fire Instant
2 versions
Instant
Choose one —
• Cast into the Fire deals 1 damage to each of up to two target creatures.
• Exile target artifact.
Cast Off Sorcery
7 versions
Sorcery — Adventure
Destroy all non-Giant creatures. (Then exile this card. You may cast the creature later from exile.)
Cast Out Enchantment
7 versions
Enchantment
Flash
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Cycling %W
Cast Through Time Enchantment
Enchantment
Instant and sorcery spells you control have rebound.
Castaway's Despair Enchantment
2 versions
Enchantment — Aura
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Castigate Sorcery
2 versions
Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
Casting of Bones Enchantment
44b/144
3 versions
Enchantment — Aura
Enchant creature
When enchanted creature dies, draw three cards, then discard one of them.
Castle Enchantment
11 versions
Enchantment
Untapped creatures you control get +0/+2.
Castle Ardenvale Land  
13 versions
Land
This land enters tapped unless you control a Plains.
%T: Add %W.
%2%W%W, %T: Create a 1/1 white Human creature token.
38110 cards found
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