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Celestial Force Creature
Creature — Elemental 7/7
At the beginning of each upkeep, you gain 3 life.
Celestial Gatekeeper Creature
Creature — Bird Cleric 2/2
Flying
When this creature dies, exile it, then return up to two target Bird and/or Cleric permanent cards from your graveyard to the battlefield.
Celestial Judgment Sorcery
2 versions
Sorcery
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
Celestial Kirin Creature
Store only - Foil
3 versions
Legendary Creature — Kirin Spirit 3/3
Flying
Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's mana value.
Celestial Mantle Enchantment
Enchanted
2 versions
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
Whenever enchanted creature deals combat damage to a player, double its controller's life total.
Celestial Purge Instant
6 versions
Instant
Exile target black or red permanent.
Celestial Unicorn Creature
Giddyap
4 versions
Creature — Unicorn 3/2
Whenever you gain life, put a +1/+1 counter on this creature.
Celestial Vault Artifact
Alchemy: New Capenna
Artifact
%W, %T: Draft a card from Celestial Vault's spellbook and exile it face down.
%1, Sacrifice Celestial Vault: Put each card exiled with Celestial Vault into your hand.

Celestial Vault's spellbook includes the following cards:
Angel of Destiny
Resplendent Angel
Angel of Vitality
Righteous Valkyrie
Angel of Invention
Angel of Sanctions
Valkyrie Harbinger
Emancipation Angel
Youthful Valkyrie
Resplendent Marshal
Enduring Angel
Sigardian Savior
Serra Angel
Stalwart Valkyrie
Segovian Angel
Celestine, the Living Saint Creature
Legendary Creature — Human Warrior 3/4
Flying, lifelink
Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
Celestus Sanctifier Creature
2 versions
Creature — Human Cleric 3/2
If it's neither day nor night, it becomes day as this creature enters.
Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard.
Cemetery Protector Creature
5 versions
Creature — Human Soldier 3/4
Flash
When this creature enters, exile a card from a graveyard.
Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
Cenn's Enlistment Sorcery
3 versions
Sorcery
Create two 1/1 white Kithkin Soldier creature tokens.
Retrace
Cenn's Heir Creature
Creature — Kithkin Soldier 1/1
Whenever this creature attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.
Cenn's Tactician Creature
2 versions
Creature — Kithkin Soldier 1/1
%W, %T: Put a +1/+1 counter on target Soldier creature.
Each creature you control with a +1/+1 counter on it can block an additional creature each combat.
Center Soul Instant
2 versions
Instant
Target creature you control gains protection from the color of your choice until end of turn.
Rebound
Cerise, Slayer of Fear Creature
Alchemy: Eldraine
Legendary Creature — Human Cleric Knight 5/5
First strike, lifelink
At the beginning of your postcombat main phase, if you gained life this turn, seek a card with the highest mana value among cards in your library with mana value less than or equal to the amount of life you gained this turn.
Cessation Enchantment
Enchantment — Aura
Enchant creature
Enchanted creature can't attack.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Chain of Silence Instant
Instant
Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.
Chained to the Rocks Enchantment
2 versions
Enchantment — Aura
Enchant Mountain you control
When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. (That creature returns under its owner's control.)
Chains of Custody Enchantment
3 versions
Enchantment — Aura
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature has ward %2.
Champion Lancer Creature
2 versions
Creature — Human Knight 3/3
Prevent all damage that would be dealt to this creature by creatures.
Champion of Arashin Creature
3 versions
Creature — Dog Warrior 3/2
Lifelink
Champion of the Clachan Creature
3 versions
Creature — Kithkin Knight 4/5
Flash
As an additional cost to cast this spell, behold a Kithkin and exile it.
Other Kithkin you control get +1/+1.
When this creature leaves the battlefield, return the exiled card to its owner's hand.
Champion of the Hareish Creature
Playtest Card
Creature — Rabbit Soldier 1/1
Buddy list (As this creature enters, if any of its creature types isn't on your buddy list, write one of them on your buddy list.)
Whenever another creature enters under your control, put a +1/+1 counter on this creature if one of that creature's creature types is on your buddy list. Otherwise, write one of its creature types on your buddy list.
Champion of the Parish Creature
Innistrad: Midnight Hunt
4 versions
Creature — Human Soldier 1/1
Whenever another Human you control enters, put a +1/+1 counter on this creature.
Champions of Minas Tirith Creature
3 versions
Creature — Human Soldier 4/6
When this creature enters, you become the monarch.
At the beginning of combat on each opponent's turn, if you're the monarch, that opponent may pay %X, where X is the number of cards in their hand. If they don't, they can't attack you this combat.
Champions of Tyr Creature
Creature — Angel Knight 4/3
Flying
Double team
When Champions of Tyr enters, you get a boon with "When you cast your next creature spell, that creature enters with your choice of a +1/+1 counter, a flying counter, or a lifelink counter on it."
Chancellor of the Annex Creature
2 versions
Creature — Phyrexian Angel 5/6
You may reveal this card from your opening hand. If you do, when each opponent casts their first spell of the game, counter that spell unless that player pays %1.
Flying
Whenever an opponent casts a spell, counter it unless that player pays %1.
Change of Heart Instant
Instant
Buyback %3
Target creature can't attack this turn.
Changeling Hero Creature
Wilds of Eldraine
3 versions
Creature — Shapeshifter 4/4
Changeling
Champion a creature
Lifelink
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