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Shadrix Silverquill
( 5)
Legendary Creature — Elder Dragon
(2/5)
Flying, double strike At the beginning of combat on your turn, you may choose two. Each mode must target a different player. • Target player creates a 2/1 white and black Inkling creature token with flying. • Target player draws a card and loses 1 life. • Target player puts a +1/+1 counter on each creature they control.
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Shaggy Camel
( 4)
Host Creature — Camel
(3/3)
When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.
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Shahrazad
( 2)
Sorcery
Players play a Magic subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half their life, rounded up.
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Shaile, Dean of Radiance
( 2)
Legendary Creature — Bird Cleric
(1/1)
Flying, vigilance : Put a +1/+1 counter on each creature that entered the battlefield under your control this turn.
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Shalai and Hallar
( 4)
Legendary Creature — Angel Elf
(3/3)
Flying, vigilance Whenever one or more +1/+1 counters are put on a creature you control, Shalai and Hallar deals that much damage to target opponent.
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Shalai, Voice of Plenty
( 4)
Legendary Creature — Angel
(3/4)
Flying You, planeswalkers you control, and other creatures you control have hexproof. : Put a +1/+1 counter on each creature you control.
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Shalai's Acolyte
( 5)
Creature — Angel
(3/4)
Kicker (You may pay an additional as you cast this spell.) Flying If Shalai's Acolyte was kicked, it enters the battlefield with two +1/+1 counters on it.
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Shaman en-Kor
( 2)
Creature — Kor Cleric Shaman
(1/2)
: The next 1 damage that would be dealt to Shaman en-Kor this turn is dealt to target creature you control instead. : The next time a source of your choice would deal damage to target creature this turn, that damage is dealt to Shaman en-Kor instead.
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Shanid, Sleepers' Scourge
( 4)
Legendary Creature — Human Knight
(2/4)
Menace Other legendary creatures you control have menace. Whenever you play a legendary land or cast a legendary spell, you draw a card and you lose 1 life.
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Shanna, Purifying Blade
( 3)
Legendary Creature — Human Warrior
(3/3)
Lifelink At the beginning of your end step, you may pay . If you do, draw X cards. X can't be greater than the amount of life you gained this turn.
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Shanna, Sisay's Legacy
( 2)
Legendary Creature — Human Warrior
(0/0)
Shanna, Sisay's Legacy can't be the target of abilities your opponents control. Shanna gets +1/+1 for each creature you control.
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Sharae of Numbing Depths
( 4)
Legendary Creature — Merfolk Wizard
(2/3)
When Sharae of Numbing Depths enters the battlefield, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you tap one or more untapped creatures your opponents control, draw a card. This ability triggers only once each turn.
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Shared Triumph
( 2)
Enchantment
As Shared Triumph enters the battlefield, choose a creature type. Creatures of the chosen type get +1/+1.
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Sharuum the Hegemon
( 6)
Legendary Artifact Creature — Sphinx
(5/5)
Flying When Sharuum the Hegemon enters the battlefield, you may return target artifact card from your graveyard to the battlefield.
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Shatter the Sky
( 4)
Sorcery
Each player who controls a creature with power 4 or greater draws a card. Then destroy all creatures.
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Shattered Angel
( 5)
Creature — Phyrexian Angel
(3/3)
Flying Whenever a land enters the battlefield under an opponent's control, you may gain 3 life.
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Shelter
( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Draw a card.
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Sheltering Light
( 1)
Instant
Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.)
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Sheltering Prayers
( 1)
Enchantment
Basic lands each player controls have shroud as long as that player controls three or fewer lands. (They can't be the targets of spells or abilities.)
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Shepherd of Heroes
( 5)
Creature — Angel Cleric
(3/4)
Flying When Shepherd of Heroes enters the battlefield, you gain 2 life for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Shepherd of the Clouds
( 5)
Creature — Pegasus
(4/3)
Flying, vigilance When Shepherd of the Clouds enters the battlefield, return target permanent card with mana value 3 or less from your graveyard to your hand. Return that card to the battlefield instead if you control a Mount.
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Shepherd of the Cosmos
( 6)
Creature — Angel Warrior
(3/3)
Flying When Shepherd of the Cosmos enters the battlefield, return target permanent card with mana value 2 or less from your graveyard to the battlefield. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Shield Bearer
( 2)
Creature — Human Soldier
(0/3)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Shield Dancer
( 3)
Creature — Human Rebel
(1/3)
: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.
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Shield Mare
( 3)
Creature — Horse
(2/3)
Shield Mare can't be blocked by red creatures. When Shield Mare enters the battlefield or becomes the target of a spell or ability an opponent controls, you gain 3 life.
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Shield Mate
( 1)
Creature — Human Soldier
(1/1)
Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn.
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Shield of the Oversoul
( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) As long as enchanted creature is white, it gets +1/+1 and has flying.
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Shield of the Righteous
( 2)
Artifact — Equipment
Equipped creature gets +0/+2 and has vigilance. Whenever equipped creature blocks a creature, that creature doesn't untap during its controller's next untap step. Equip
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Shield Wall
( 2)
Instant
Creatures you control get +0/+2 until end of turn.
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Shielded by Faith
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has indestructible. Whenever a creature enters the battlefield, you may attach Shielded by Faith to that creature.
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Shielded Passage
( 1)
Instant
Prevent all damage that would be dealt to target creature this turn.
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Shieldhide Dragon
( 6)
Creature — Dragon
(3/3)
Flying, lifelink Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Shieldhide Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control.
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Shieldmage Advocate
( 3)
Creature — Human Cleric
(1/3)
: Return target card from an opponent's graveyard to their hand. Prevent all damage that would be dealt to any target this turn by a source of your choice.
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Shieldmage Elder
( 6)
Creature — Human Cleric Wizard
(2/3)
Tap two untapped Clerics you control: Prevent all damage target creature would deal this turn. Tap two untapped Wizards you control: Prevent all damage target spell would deal this turn.
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Shields of Velis Vel
( 1)
Tribal Instant — Shapeshifter
Changeling (This card is every creature type.) Creatures target player controls get +0/+1 and gain all creature types until end of turn.
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Shimmering Barrier
( 2)
Creature — Wall
(1/3)
Defender (This creature can't attack.) First strike Cycling (, Discard this card: Draw a card.)
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Shinechaser
( 3)
Creature — Faerie
(1/1)
Flying, vigilance Shinechaser gets +1/+1 as long as you control an artifact. Shinechaser gets +1/+1 as long as you control an enchantment.
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Shinen of Stars' Light
( 3)
Creature — Spirit
(2/1)
First strike Channel — , Discard Shinen of Stars' Light: Target creature gains first strike until end of turn.
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Shinewend
( 2)
Creature — Elemental
(0/0)
Flying Shinewend enters the battlefield with a +1/+1 counter on it. , Remove a +1/+1 counter from Shinewend: Destroy target enchantment.
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Shining Armor
( 2)
Artifact — Equipment
Flash When Shining Armor enters the battlefield, attach it to target Knight you control. Equipped creature gets +0/+2 and has vigilance. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Shining Shoal
( 2)
Instant — Arcane
You may exile a white card with mana value X from your hand rather than pay this spell's mana cost. The next X damage that a source of your choice would deal to you and/or creatures you control this turn is dealt to any target instead.
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Shire Shirriff
( 2)
Creature — Halfling Soldier
(2/2)
Vigilance When Shire Shirriff enters the battlefield, you may sacrifice a token. When you do, exile target creature an opponent controls until Shire Shirriff leaves the battlefield.
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Shorikai, Genesis Engine
( 4)
Legendary Artifact — Vehicle
(8/8)
, : Draw two cards, then discard a card. Create a 1/1 colorless Pilot creature token with "This creature crews Vehicles as though its power were 2 greater." Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.) Shorikai, Genesis Engine can be your commander.
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Shoulder to Shoulder
( 3)
Sorcery
Support 2. (Put a +1/+1 counter on each of up to two target creatures.) Draw a card.
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Show of Confidence
( 2)
Instant
When you cast this spell, copy it for each other instant and sorcery spell you've cast this turn. You may choose new targets for the copies. Put a +1/+1 counter on target creature. It gains vigilance until end of turn.
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Show of Valor
( 2)
Instant
Target creature gets +2/+4 until end of turn.
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Showdown of the Skalds
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards. II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
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Shriek Raptor
( 5)
Creature — Phyrexian Bird
(2/3)
Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Shrieking Grotesque
( 3)
Creature — Gargoyle
(2/1)
Flying When Shrieking Grotesque enters the battlefield, if was spent to cast it, target player discards a card.
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Shrouded Shepherd
( 2)
Creature — Spirit Warrior
(2/2)
When Shrouded Shepherd enters the battlefield, target creature you control gets +2/+2 until end of turn.
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Shu Cavalry
( 3)
Creature — Human Soldier
(2/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Shu Defender
( 3)
Creature — Human Soldier
(2/2)
Whenever Shu Defender blocks, it gets +0/+2 until end of turn.
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Shu Elite Companions
( 5)
Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Shu Farmer
( 2)
Creature — Human
(1/1)
: You gain 1 life. Activate only during your turn, before attackers are declared.
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Shu General
( 4)
Creature — Human Soldier
(2/2)
Vigilance; horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Shu Grain Caravan
( 3)
Creature — Human Soldier
(2/2)
When Shu Grain Caravan enters the battlefield, you gain 2 life.
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Shu Soldier-Farmers
( 5)
Creature — Human Soldier
(2/4)
When Shu Soldier-Farmers enters the battlefield, you gain 4 life.
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Sidar Jabari
( 4)
Legendary Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Sidar Jabari attacks, tap target creature defending player controls.
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Sidar Jabari of Zhalfir
( 4)
Legendary Creature — Human Knight
(4/3)
Eminence — Whenever you attack with one or more Knights, if Sidar Jabari of Zhalfir is in the command zone or on the battlefield, draw a card, then discard a card. Flying, first strike Whenever Sidar Jabari deals combat damage to a player, return target Knight creature card from your graveyard to the battlefield.
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Sidar Kondo of Jamuraa
( 4)
Legendary Creature — Human Knight
(2/5)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Creatures your opponents control without flying or reach can't block creatures with power 2 or less. Partner (You can have two commanders if both have partner.)
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Side Quest
( 1)
Sorcery
Target player in an Un-game you can see from your seat gains control of target creature you control until your next turn. At the beginning of your next upkeep, put two +1/+1 counters on that creature. (A creature is on the battlefield of only the game its controller is playing.)
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Sidewinder Sliver
( 1)
Creature — Sliver
(1/1)
All Sliver creatures have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.)
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Siege Rhino
( 4)
Creature — Rhino
(4/5)
Trample When Siege Rhino enters the battlefield, each opponent loses 3 life and you gain 3 life.
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Siege Striker
( 3)
Creature — Human Soldier
(1/1)
Double strike (This creature deals both first-strike and regular combat damage.) Whenever Siege Striker attacks, you may tap any number of untapped creatures you control. Siege Striker gets +1/+1 until end of turn for each creature tapped this way.
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Siege Veteran
( 3)
Creature — Human Soldier
(2/2)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Whenever another nontoken Soldier you control dies, create a 1/1 colorless Soldier artifact creature token.
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Siegecraft
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+4.
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Siegehorn Ceratops
( 2)
Creature — Dinosaur
(2/2)
Enrage — Whenever Siegehorn Ceratops is dealt damage, put two +1/+1 counters on it. (It must survive the damage to get the counters.)
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Sierra, Nuka's Biggest Fan
( 4)
Legendary Creature — Human Citizen
(3/4)
The Nuka-Cola Challenge — Whenever one or more creatures you control deal combat damage to a player, put a quest counter on Sierra, Nuka's Biggest Fan and create a Food token. Whenever you sacrifice a Food, target creature you control gets +X/+X until end of turn, where X is the number of quest counters on Sierra.
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Sigarda, Champion of Light
( 4)
Legendary Creature — Angel
(4/4)
Flying, trample Humans you control get +1/+1. Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Sigarda, Font of Blessings
( 4)
Legendary Creature — Angel
(4/4)
Flying Other permanents you control have hexproof. You may look at the top card of your library any time. You may cast Angel spells and Human spells from the top of your library.
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Sigarda, Heron's Grace
( 5)
Legendary Creature — Angel
(4/5)
Flying You and Humans you control have hexproof. , Exile a card from your graveyard: Create a 1/1 white Human Soldier creature token.
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Sigarda, Host of Herons
( 5)
Legendary Creature — Angel
(5/5)
Flying, hexproof Spells and abilities your opponents control can't cause you to sacrifice permanents.
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Sigarda's Aid
( 1)
Enchantment
You may cast Aura and Equipment spells as though they had flash. Whenever an Equipment enters the battlefield under your control, you may attach it to target creature you control.
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Sigarda's Imprisonment
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. : Exile enchanted creature. Create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
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Sigarda's Splendor
( 4)
Enchantment
As Sigarda's Splendor enters the battlefield, note your life total. At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for Sigarda's Splendor. Then note your life total. Whenever you cast a white spell, you gain 1 life.
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Sigarda's Summons
( 6)
Enchantment
Creatures you control with +1/+1 counters on them have base power and toughness 4/4, have flying, and are Angels in addition to their other types.
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Sigarda's Vanguard
( 5)
Creature — Angel
(3/3)
Flash Flying Whenever Sigarda's Vanguard enters the battlefield or attacks, choose any number of creatures with different powers. Those creatures gain double strike until end of turn.
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Sigardian Evangel
( 2)
Creature — — Human Cleric
(3/1)
When Sigardian Evangel enters the battlefield, conjure a card named Sigardian Evangel into your hand. Discard that card at the beginning of the next end step. When Sigardian Evangel enters the battlefield, tap target permanent you don't control.
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Sigardian Paladin
( 4)
Creature — Human Knight
(4/4)
As long as you've put one or more +1/+1 counters on a creature this turn, Sigardian Paladin has trample and lifelink. : Target creature you control with a +1/+1 counter on it gains trample and lifelink until end of turn.
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Sigardian Priest
( 2)
Creature — Human Cleric
(1/2)
, : Tap target non-Human creature.
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Sigardian Savior
( 5)
Creature — Angel
(3/3)
Flying When Sigardian Savior enters the battlefield, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield.
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Sighted-Caste Sorcerer
( 2)
Creature — Human Wizard
(1/1)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) : Sighted-Caste Sorcerer gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Sightless Brawler
( 2)
Enchantment Creature — Human Warrior
(3/2)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Sightless Brawler can't attack alone. Enchanted creature gets +3/+2 and can't attack alone.
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Sigil Blessing
( 2)
Instant
Until end of turn, target creature you control gets +3/+3 and other creatures you control get +1/+1.
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Sigil Captain
( 4)
Creature — Rhino Soldier
(3/3)
Whenever a creature enters the battlefield under your control, if that creature is 1/1, put two +1/+1 counters on it.
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Sigil of the Empty Throne
( 5)
Enchantment
Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
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Sigil of the Nayan Gods
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each creature you control. Cycling (, Discard this card: Draw a card.)
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