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Recoil
( 3)
Instant
Return target permanent to its owner's hand. Then that player discards a card.
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Recover
( 3)
Sorcery
Return target creature card from your graveyard to your hand. Draw a card.
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Repulse
( 3)
Instant
Return target creature to its owner's hand. Draw a card.
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Restock
( 5)
Sorcery
Return two target cards from your graveyard to your hand. Exile Restock.
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Restrain
( 3)
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn. Draw a card.
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Reviving Vapors
( 4)
Instant
Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's mana value. Put all other cards revealed this way into your graveyard.
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Rewards of Diversity
( 3)
Enchantment
Whenever an opponent casts a multicolored spell, you gain 4 life.
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Reya Dawnbringer
( 9)
Legendary Creature — Angel
(4/6)
Flying At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield.
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Riptide Crab
( 3)
Creature — Crab
(1/3)
Vigilance When Riptide Crab dies, draw a card.
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Rith, the Awakener
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Rith, the Awakener deals combat damage to a player, you may pay . If you do, choose a color, then create a 1/1 green Saproling creature token for each permanent of that color.
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Rogue Kavu
( 2)
Creature — Kavu
(1/1)
Whenever Rogue Kavu attacks alone, it gets +2/+0 until end of turn.
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Rooting Kavu
( 4)
Creature — Kavu
(4/3)
When Rooting Kavu dies, you may exile it. If you do, shuffle all creature cards from your graveyard into your library.
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Rout
( 5)
Sorcery
You may cast Rout as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) Destroy all creatures. They can't be regenerated.
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Ruby Leech
( 2)
Creature — Leech
(2/2)
First strike Red spells you cast cost more to cast.
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Ruham Djinn
( 6)
Creature — Djinn
(5/5)
First strike Ruham Djinn gets -2/-2 as long as white is the most common color among all permanents or is tied for most common.
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Sabertooth Nishoba
( 6)
Creature — Cat Beast Warrior
(5/5)
Trample, protection from blue and from red
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Salt Marsh
( 0)
Land
Salt Marsh enters the battlefield tapped. : Add or .
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Samite Archer
( 3)
Creature — Human Cleric Archer
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn. : Samite Archer deals 1 damage to any target.
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Samite Ministration
( 2)
Instant
Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way this turn, you gain that much life.
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Sapphire Leech
( 2)
Creature — Leech
(2/2)
Flying Blue spells you cast cost more to cast.
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Saproling Infestation
( 2)
Enchantment
Whenever a player kicks a spell, you create a 1/1 green Saproling creature token.
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Saproling Symbiosis
( 4)
Sorcery
You may cast Saproling Symbiosis as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) Create a 1/1 green Saproling creature token for each creature you control.
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Savage Offensive
( 2)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Creatures you control gain first strike until end of turn. If this spell was kicked, they get +1/+1 until end of turn.
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Scarred Puma
( 1)
Creature — Cat
(2/1)
Scarred Puma can't attack unless a black or green creature also attacks.
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Scavenged Weaponry
( 3)
Enchantment — Aura
Enchant creature When Scavenged Weaponry enters the battlefield, draw a card. Enchanted creature gets +1/+1.
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Scorching Lava
( 2)
Instant
Kicker (You may pay an additional as you cast this spell.) Scorching Lava deals 2 damage to any target. If this spell was kicked, that creature can't be regenerated this turn and if it would die this turn, exile it instead.
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Scouting Trek
( 2)
Sorcery
Search your library for any number of basic land cards, reveal those cards, then shuffle and put them on top.
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Searing Rays
( 3)
Sorcery
Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.
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Seer's Vision
( 4)
Enchantment
Your opponents play with their hands revealed. Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Activate only as a sorcery.
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Serpentine Kavu
( 5)
Creature — Kavu
(4/4)
: Serpentine Kavu gains haste until end of turn.
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Shackles
( 3)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. : Return Shackles to its owner's hand.
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Shimmering Wings
( 1)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) : Return Shimmering Wings to its owner's hand.
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Shivan Harvest
( 2)
Enchantment
, Sacrifice a creature: Destroy target nonbasic land.
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Shivan Oasis
( 0)
Land
Shivan Oasis enters the battlefield tapped. : Add or .
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Simoon
( 2)
Instant
Simoon deals 1 damage to each creature target opponent controls.
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Skittish Kavu
( 2)
Creature — Kavu
(1/1)
Skittish Kavu gets +1/+1 as long as no opponent controls a white or blue creature.
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Skizzik
( 4)
Creature — Elemental
(5/3)
Kicker (You may pay an additional as you cast this spell.) Trample, haste At the beginning of the end step, if Skizzik wasn't kicked, sacrifice it.
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Sky Weaver
( 2)
Creature — Metathran Wizard
(2/1)
: Target white or black creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Sleeper's Robe
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Whenever enchanted creature deals combat damage to an opponent, you may draw a card.
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Slimy Kavu
( 3)
Creature — Kavu
(2/2)
: Target land becomes a Swamp until end of turn.
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Slinking Serpent
( 4)
Creature — Serpent
(2/3)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Smoldering Tar
( 4)
Enchantment
At the beginning of your upkeep, target player loses 1 life. Sacrifice Smoldering Tar: It deals 4 damage to target creature. Activate only as a sorcery.
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Soul Burn
( 3)
Sorcery
Spend only black and/or red mana on X. Soul Burn deals X damage to any target. You gain life equal to the damage dealt, but not more than the amount of spent on X, the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.
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Sparring Golem
( 3)
Artifact Creature — Golem
(2/2)
Whenever Sparring Golem becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
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Spinal Embrace
( 6)
Instant
Cast this spell only during combat. Untap target creature you don't control and gain control of it. It gains haste until end of turn. At the beginning of the next end step, sacrifice it. If you do, you gain life equal to its toughness.
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Spirit of Resistance
( 3)
Enchantment
As long as you control a permanent of each color, prevent all damage that would be dealt to you.
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Spirit Weaver
( 2)
Creature — Human Wizard
(2/1)
: Target green or blue creature gets +0/+1 until end of turn.
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Spreading Plague
( 5)
Enchantment
Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can't be regenerated.
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Stand or Fall
( 4)
Enchantment
At the beginning of combat on your turn, for each defending player, separate all creatures that player controls into two piles and that player chooses one. Only creatures in the chosen piles can block this turn.
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Sterling Grove
( 2)
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.) , Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
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Strength of Unity
( 4)
Enchantment — Aura
Enchant creature Domain — Enchanted creature gets +1/+1 for each basic land type among lands you control.
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Stun
( 2)
Instant
Target creature can't block this turn. Draw a card.
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Sulam Djinn
( 6)
Creature — Djinn
(6/6)
Trample Sulam Djinn gets -2/-2 as long as green is the most common color among all permanents or is tied for most common.
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Swamp
( 0)
Basic Land — Swamp
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Sway of Illusion
( 2)
Instant
Any number of target creatures become the color of your choice until end of turn. Draw a card.
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Tainted Well
( 3)
Enchantment — Aura
Enchant land When Tainted Well enters the battlefield, draw a card. Enchanted land is a Swamp.
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Tangle
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Each attacking creature doesn't untap during its controller's next untap step.
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Tectonic Instability
( 3)
Enchantment
Whenever a land enters the battlefield, tap all lands its controller controls.
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Teferi's Moat
( 5)
Enchantment
As Teferi's Moat enters the battlefield, choose a color. Creatures of the chosen color without flying can't attack you.
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Teferi's Response
( 2)
Instant
Counter target spell or ability an opponent controls that targets a land you control. If a permanent's ability is countered this way, destroy that permanent. Draw two cards.
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Tek
( 5)
Artifact Creature — Dragon
(2/2)
Tek gets +0/+2 as long as you control a Plains, has flying as long as you control an Island, gets +2/+0 as long as you control a Swamp, has first strike as long as you control a Mountain, and has trample as long as you control a Forest.
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Temporal Distortion
( 5)
Enchantment
Whenever a creature or land becomes tapped, put an hourglass counter on it. Each permanent with an hourglass counter on it doesn't untap during its controller's untap step. At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
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Tidal Visionary
( 1)
Creature — Merfolk Wizard
(1/1)
: Target creature becomes the color of your choice until end of turn.
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Tolarian Emissary
( 3)
Creature — Human Wizard
(1/2)
Kicker <I>(You may pay an additional </I><I> as you cast this spell.)</I> Flying When Tolarian Emissary enters the battlefield, if it was kicked, destroy target enchantment.
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Tower Drake
( 3)
Creature — Drake
(2/1)
Flying : Tower Drake gets +0/+1 until end of turn.
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Traveler's Cloak
( 3)
Enchantment — Aura
Enchant creature As Traveler's Cloak enters the battlefield, choose a land type. When Traveler's Cloak enters the battlefield, draw a card. Enchanted creature has landwalk of the chosen type. (It can't be blocked as long as defending player controls a land of that type.)
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Treva, the Renewer
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Treva, the Renewer deals combat damage to a player, you may pay . If you do, choose a color, then you gain 1 life for each permanent of that color.
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Tribal Flames
( 2)
Sorcery
Domain — Tribal Flames deals X damage to any target, where X is the number of basic land types among lands you control.
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Tsabo Tavoc
( 7)
Legendary Creature — Phyrexian Horror
(7/4)
First strike, protection from legendary creatures , : Destroy target legendary creature. It can't be regenerated.
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Tsabo's Assassin
( 4)
Creature — Phyrexian Zombie Assassin
(1/1)
: Destroy target creature if it shares a color with the most common color among all permanents or a color tied for most common. A creature destroyed this way can't be regenerated.
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Tsabo's Decree
( 6)
Instant
Choose a creature type. Target player reveals their hand and discards all creature cards of that type. Then destroy all creatures of that type that player controls. They can't be regenerated.
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Tsabo's Web
( 2)
Artifact
When Tsabo's Web enters the battlefield, draw a card. Each land with an activated ability that isn't a mana ability doesn't untap during its controller's untap step.
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