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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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Standard Bearer
( 2)
Creature — Human Flagbearer
(1/1)
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.
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Star Compass
( 2)
Artifact
Star Compass enters the battlefield tapped. : Add one mana of any color that a basic land you control could produce.
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Steel Leaf Paladin
( 6)
Creature — Elf Knight
(4/4)
First strike When Steel Leaf Paladin enters the battlefield, return a green or white creature you control to its owner's hand.
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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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Stone Kavu
( 5)
Creature — Kavu
(3/3)
: Stone Kavu gets +1/+0 until end of turn. : Stone Kavu gets +0/+1 until end of turn.
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Stormscape Familiar
( 2)
Creature — Bird
(1/1)
Flying White spells and black spells you cast cost less to cast.
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Strafe
( 1)
Sorcery
Strafe deals 3 damage to target nonred creature.
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Stratadon
( 10)
Artifact Creature — Beast
(5/5)
Domain — This spell costs less to cast for each basic land type among lands you control. Trample
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Strength of Night
( 3)
Instant
Kicker (You may pay an additional as you cast this spell.) Creatures you control get +1/+1 until end of turn. If this spell was kicked, Zombie creatures you control get an additional +2/+2 until end of turn.
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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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Suffocating Blast
( 4)
Instant
Counter target spell and Suffocating Blast deals 3 damage to target creature.
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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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Sunken Hope
( 5)
Enchantment
At the beginning of each player's upkeep, that player returns a creature they control to its owner's hand.
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Sunscape Familiar
( 2)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Green spells and blue spells you cast cost less to cast.
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Suppress
( 3)
Sorcery
Target player exiles all cards from their hand face down. At the beginning of the end step of that player's next turn, that player returns those cards to their hand.
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Surprise Deployment
( 4)
Instant
Cast this spell only during combat. You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand. (Return it only if it's on the battlefield.)
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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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Sylvan Messenger
( 4)
Creature — Elf
(2/2)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When Sylvan Messenger enters the battlefield, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Symbiotic Deployment
( 3)
Enchantment
Skip your draw step. , Tap two untapped creatures you control: Draw a card.
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Tahngarth, Talruum Hero
( 5)
Legendary Creature — Minotaur Warrior
(4/4)
Vigilance , : Tahngarth, Talruum Hero deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth.
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Tahngarth's Glare
( 1)
Sorcery
Look at the top three cards of target opponent's library, then put them back in any order. That player looks at the top three cards of your library, then puts them back in any order.
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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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Temporal Spring
( 3)
Sorcery
Put target permanent on top of its owner's library.
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Terminate
( 2)
Instant
Destroy target creature. It can't be regenerated.
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Thornscape Familiar
( 2)
Creature — Insect
(2/1)
Red spells and white spells you cast cost less to cast.
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Thunderscape Familiar
( 2)
Creature — Kavu
(1/1)
First strike Black spells and green spells you cast cost less to cast.
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Tidal Courier
( 4)
Creature — Merfolk
(1/2)
When Tidal Courier enters the battlefield, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on the bottom of your library in any order. : Tidal Courier gains flying until end of turn.
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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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Treva's Charm
( 3)
Instant
Choose one — • Destroy target enchantment. • Exile target attacking creature. • Draw a card, then discard a card.
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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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Tundra Kavu
( 3)
Creature — Kavu
(2/2)
: Target land becomes a Plains or an Island until end of turn.
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Turf Wound
( 3)
Instant
Target player can't play lands this turn. Draw a card.
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Twilight's Call
( 6)
Sorcery
You may cast Twilight's Call as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) Each player returns all creature cards from their graveyard to the battlefield.
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Undermine
( 3)
Instant
Counter target spell. Its controller loses 3 life.
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Unnatural Selection
( 2)
Enchantment
: Choose a creature type other than Wall. Target creature becomes that type until end of turn.
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Urborg Drake
( 3)
Creature — Drake
(2/3)
Flying Urborg Drake attacks each combat if able.
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Urborg Phantom
( 3)
Creature — Spirit Minion
(3/1)
Urborg Phantom can't block. : Prevent all combat damage that would be dealt to and dealt by Urborg Phantom this turn.
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Urborg Shambler
( 4)
Creature — Horror
(4/3)
Other black creatures get -1/-1.
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Urborg Skeleton
( 1)
Creature — Skeleton
(0/1)
Kicker <I>(You may pay an additional </I><I> as you cast this spell.)</I> : Regenerate Urborg Skeleton. If Urborg Skeleton was kicked, it enters the battlefield with a +1/+1 counter on it.
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Urborg Uprising
( 5)
Sorcery
Return up to two target creature cards from your graveyard to your hand. Draw a card.
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Urborg Volcano
( 0)
Land
Urborg Volcano enters the battlefield tapped. : Add or .
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Urza's Filter
( 4)
Artifact
Multicolored spells cost less to cast.
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Urza's Guilt
( 4)
Sorcery
Each player draws two cards, then discards three cards, then loses 4 life.
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Urza's Rage
( 3)
Instant
Kicker (You may pay an additional as you cast this spell.) This spell can't be countered. Urza's Rage deals 3 damage to any target. If this spell was kicked, instead it deals 10 damage to that permanent or player and the damage can't be prevented.
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Utopia Tree
( 2)
Creature — Plant
(0/2)
: Add one mana of any color.
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Verdeloth the Ancient
( 6)
Legendary Creature — Treefolk
(4/7)
Kicker (You may pay an additional as you cast this spell.) Saproling creatures and other Treefolk creatures get +1/+1. When Verdeloth the Ancient enters the battlefield, if it was kicked, create X 1/1 green Saproling creature tokens.
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Viashino Grappler
( 3)
Creature — Viashino
(3/1)
: Viashino Grappler gains trample until end of turn.
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Vicious Kavu
( 3)
Creature — Kavu
(2/2)
Whenever Vicious Kavu attacks, it gets +2/+0 until end of turn.
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Vigorous Charge
( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature gains trample until end of turn. Whenever that creature deals combat damage this turn, if this spell was kicked, you gain life equal to that damage.
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Vile Consumption
( 3)
Enchantment
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life."
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Vindicate
( 3)
Sorcery
Destroy target permanent.
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Vodalian Merchant
( 2)
Creature — Merfolk
(1/2)
When Vodalian Merchant enters the battlefield, draw a card, then discard a card.
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Vodalian Mystic
( 2)
Creature — Merfolk Wizard
(1/1)
: Target instant or sorcery spell becomes the color of your choice.
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