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Combat Research Enchantment
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
As long as enchanted creature is legendary, it gets +1/+1 and has ward %1.
Combat Tutorial Sorcery
[FFX]
Sorcery
Target player draws two cards. Put a +1/+1 counter on up to one target creature you control.
Command of Unsummoning Instant
2 versions
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step.
Return one or two target attacking creatures to their owner's hand.
Command Performance Sorcery
2 versions
Sorcery
Choose two —
• Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
• Roll to visit your Attractions.
• You get %ticket%ticket.
• You may put a sticker on a nonland permanent you own.
Command the Chaff Instant
2 versions
Instant
Look at target opponent's sideboard. You may cast a card from that sideboard without paying its mana cost.
Exile Command the Chaff.
Commandeer Instant
6 versions
Instant
You may exile two blue cards from your hand rather than pay this spell's mana cost.
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent you control enters.)
Commence the Endgame Instant
4 versions
Instant
This spell can't be countered.
Draw two cards, then amass Zombies X, where X is the number of cards in your hand.
Commit / Memory Instant
7 versions
Instant
Put target spell or nonland permanent into its owner's library second from the top.
Commit / Memory Sorcery
6 versions
Sorcery
Aftermath
Each player shuffles their hand and graveyard into their library, then draws seven cards.
Common Courtesy Enchantment
2 versions
Enchantment
Whenever a player casts a spell without asking your permission while casting it, counter that spell.
When a player asks you permission to cast a spell and you refuse, counter that spell and sacrifice Common Courtesy.
Comparative Analysis Instant
Instant
Surge %2%U
Target player draws two cards.
Compelling Argument Sorcery
3 versions
Sorcery
Target player mills five cards.
Cycling %U
Compelling Deterrence Instant
4 versions
Instant
Return target nonland permanent to its owner's hand. Then that player discards a card if you control a Zombie.
Complete the Circuit Instant
4 versions
Instant
Convoke
You may cast sorcery spells this turn as though they had flash.
When you next cast an instant or sorcery spell this turn, copy that spell twice. You may choose new targets for the copies.
Complicate Instant
2 versions
Instant
Counter target spell unless its controller pays %3.
Cycling %2%U
When you cycle this card, you may counter target spell unless its controller pays %1.
Component Collector Creature
2 versions
Creature — Homunculus 1/4
If it's neither day nor night, it becomes day as this creature enters.
Whenever day becomes night or night becomes day, you may tap or untap target nonland permanent.
Compulsion Enchantment
3 versions
Enchantment
%1%U, Discard a card: Draw a card.
%1%U, Sacrifice this enchantment: Draw a card.
Compulsive Research Sorcery
12 versions
Sorcery
Target player draws three cards. Then that player discards two cards unless they discard a land card.
Concentrate Sorcery
Wizards
9 versions
Sorcery
Draw three cards.
Concerted Defense Instant
Instant
Counter target noncreature spell unless its controller pays %1 plus an additional %1 for each creature in your party. (Your party consists of up to one of each Cleric, Rogue, Warrior, and Wizard.)
Cone of Cold Sorcery
Sorcery
Roll a d20.
1-9 | Tap all creatures your opponents control.
10-19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps.
20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter tapped.
Confirm Suspicions Instant
4 versions
Instant
Counter target spell.
Investigate three times.
Confiscate Enchantment
Starter Collection
8 versions
Enchantment — Aura
Enchant permanent
You control enchanted permanent.
Confiscation Coup Sorcery
5 versions
Sorcery
Choose target artifact or creature. You get %E%E%E%E (four energy counters), then you may pay an amount of %E equal to that permanent's mana value. If you do, gain control of it.
Confound Instant
2 versions
Instant
Counter target spell that targets a creature.
Draw a card.
Confounding Conundrum Enchantment
4 versions
Enchantment
When this enchantment enters, draw a card.
Whenever a land an opponent controls enters, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
Confounding Riddle Instant
Instant
Choose one —
• Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
• Counter target spell unless its controller pays %4.
Confusticate and Bebother Instant
Instant
Choose one —
• Counter target spell unless its controller pays %4.
• Draw two cards, then discard a card.
Conjured Currency Enchantment
Enchantment
At the beginning of your upkeep, you may exchange control of this enchantment and target permanent you neither own nor control.
Consecrated Sphinx Creature
11 versions
Creature — Sphinx 4/6
Flying
Whenever an opponent draws a card, you may draw two cards.
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