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Cleric Class Enchantment
2 versions
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
%3%W: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
%4%W: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Cleric of the Forward Order Creature
2 versions
Creature — Human Cleric 2/2
When this creature enters, you gain 2 life for each creature you control named Cleric of the Forward Order.
Clever Concealment Instant
6 versions
Instant
Convoke
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Clever Distraction
Transformed Distracting Geist
Enchantment  
2 versions
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature attacks, tap target creature defending player controls."
If Clever Distraction would be put into a graveyard from anywhere, exile it instead.
Clever Lumimancer Creature
Creature — Human Wizard 0/1
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gets +2/+2 until end of turn.
Cliff Threader Creature
Creature — Kor Scout 2/1
Mountainwalk
Cliffhaven Sell-Sword Creature
Creature — Kor Warrior 3/1
Cliffside Lookout Creature
2 versions
Creature — Kor Scout Ally 1/1
%4%W: Creatures you control get +1/+1 until end of turn.
Cliffside Rescuer Creature
Creature — Kor Soldier 2/2
Vigilance
%T, Sacrifice this creature: Target permanent you control gains protection from each of your opponents until end of turn.
Clockwork Drawbridge Artifact Creature
Artifact Creature — Wall 0/3
Defender
%2%W, %T: Tap target creature.
Cloister Gargoyle Artifact Creature
3 versions
Artifact Creature — Gargoyle 0/4
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
Cloistered Youth Creature
Creature — Human 1/1
At the beginning of your upkeep, you may transform this creature.
Cloud Crusader Creature
Creature — Human Knight 2/3
Flying
First strike
Cloud, Midgar Mercenary Creature
[FFVII]
8 versions
Legendary Creature — Human Soldier Mercenary 2/1
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Cloudbound Moogle Creature
[FFXIV]
Creature — Moogle 2/3
Flying
When this creature enters, put a +1/+1 counter on target creature.
Plainscycling %2
Cloudchaser Eagle Creature
2 versions
Creature — Bird 2/2
Flying
When this creature enters, destroy target enchantment.
Cloudchaser Kestrel Creature
Creature — Bird 2/2
Flying
When this creature enters, destroy target enchantment.
%W: Target permanent becomes white until end of turn.
Cloudgoat Ranger Creature
4 versions
Creature — Giant Warrior Ranger 3/3
When this creature enters, create three 1/1 white Kithkin Soldier creature tokens.
Tap three untapped Kithkin you control: This creature gets +2/+0 and gains flying until end of turn.
Cloudreach Cavalry Creature
Creature — Human Soldier 1/1
As long as you control a Bird, this creature gets +2/+2 and has flying.
Cloud's Limit Break Instant
[FFVII]
2 versions
Instant
Tiered (Choose one additional cost.)
• Cross-Slash — %0 — Destroy target tapped creature.
• Blade Beam — %1 — Destroy any number of target tapped creatures with different controllers.
• Omnislash — %3%W — Destroy all tapped creatures.
Cloudshift Instant
6 versions
Instant
Exile target creature you control, then return that card to the battlefield under your control.
Cloudspire Captain Creature
Creature — Human Pilot 2/3
Mounts and Vehicles you control get +1/+1.
This creature saddles Mounts and crews Vehicles as though its power were 2 greater.
Cloudsteel Kirin Artifact Creature
5 versions
Artifact Creature — Equipment Kirin 3/2
Flying
Equipped creature has flying and "You can't lose the game and your opponents can't win the game."
Reconfigure %5
Clowning Around Sorcery
2 versions
Sorcery
Create two 1/1 white Clown Robot artifact creature tokens, then roll a six-sided die. If the result is equal to or less than the number of Robots you control, create a 1/1 white Clown Robot artifact creature token.
Coalition Flag Enchantment
Enchantment — Aura
Enchant creature you control
Enchanted creature is a Flagbearer.
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Coalition Honor Guard Creature
3 versions
Creature — Human Flagbearer 2/4
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Coalition Skyknight Creature
Creature — Human Knight 2/2
Flying
Enlist
Codespell Cleric Creature
Creature — Human Cleric 1/1
Vigilance
When this creature enters, if it was the second spell you cast this turn, put a +1/+1 counter on target creature.
Codsworth, Handy Helper Artifact Creature
4 versions
Legendary Artifact Creature — Robot 2/3
Commanders you control have ward %2.
%T: Add %W%W. Spend this mana only to cast Aura and/or Equipment spells.
%T: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
Coeurl Creature
[FFXV]
Creature — Cat Beast 2/2
%1%W, %T: Tap target nonenchantment creature.
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