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Shield of Kaldra
( 4)
Legendary Artifact — Equipment
Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra have indestructible. Equipped creature has indestructible. (Damage and effects that say "destroy" don't destroy it.) Equip
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Shield of the Ages
( 2)
Artifact
: Prevent the next 1 damage that would be dealt to you this turn.
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Shield of the Avatar
( 1)
Artifact — Equipment
If a source would deal damage to equipped creature, prevent X of that damage, where X is the number of creatures you control. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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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 Realm
( 2)
Artifact — Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage. Equip
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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 Sphere
( 0)
Artifact Creature — Wall
(0/6)
Defender Whenever this creature blocks, put a -0/-1 counter on it.
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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, you may attach this Aura 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 this creature is turned face up, put a +1/+1 counter on each other Dragon creature you control.
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Shielding Plax
( 3)
Enchantment — Aura
( can be paid with either or .) Enchant creature When this Aura enters, draw a card. Enchanted creature can't be the target of spells or abilities your opponents 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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Garenbrig Carver (Shield's Might)
( 2)
Instant — Adventure
Target creature gets +2/+2 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Shields of Velis Vel
( 1)
Kindred 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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Shield-Wall Sentinel
( 4)
Artifact Creature — Golem
(1/3)
Defender When this creature enters, you may search your library for a creature card with defender, reveal it, put it into your hand, then shuffle.
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Shifting Borders
( 4)
Instant — Arcane
Exchange control of two target lands. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Shifting Ceratops
( 4)
Creature — Dinosaur
(5/4)
This spell can't be countered. Protection from blue (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything blue.) : This creature gains your choice of reach, trample, or haste until end of turn.
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Shifting Grift
( 2)
Sorcery
Spree (Choose one or more additional costs.) + — Exchange control of two target creatures. + — Exchange control of two target artifacts. + — Exchange control of two target enchantments.
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Shifting Loyalties
( 6)
Sorcery
Exchange control of two target permanents that share a card type. (Artifact, creature, enchantment, land, and planeswalker are card types.)
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Shifting Shadow
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has haste and "At the beginning of your upkeep, destroy this creature. Reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and attach Shifting Shadow to it, then put all other cards revealed this way on the bottom of your library in a random order."
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Shifting Sky
( 3)
Enchantment
As this enchantment enters, choose a color. All nonland permanents are the chosen color.
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Shifting Sliver
( 4)
Creature — Sliver
(2/2)
Slivers can't be blocked except by Slivers.
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Shifting Wall
( 0)
Artifact Creature — Wall
(0/0)
Defender (This creature can't attack.) This creature enters with X +1/+1 counters on it.
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Shifty Doppelganger
( 3)
Creature — Shapeshifter
(1/1)
, Exile this creature: You may put a creature card from your hand onto the battlefield. If you do, that creature gains haste until end of turn. At the beginning of the next end step, sacrifice that creature. If you do, return this card to the battlefield.
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Shilgengar, Sire of Famine
( 5)
Legendary Creature — Elder Demon
(6/6)
Flying Sacrifice another creature: Create a Blood token. If you sacrificed an Angel this way, create a number of Blood tokens equal to its toughness instead. , Sacrifice six Blood tokens: Return each creature card from your graveyard to the battlefield with a finality counter on it. Those creatures are Vampires in addition to their other types.
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Shimatsu the Bloodcloaked
( 4)
Legendary Creature — Demon Spirit
(0/0)
As Shimatsu enters, sacrifice any number of permanents. Shimatsu enters with that many +1/+1 counters on it.
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Shimian Specter
( 4)
Creature — Specter
(2/2)
Flying Whenever this creature deals combat damage to a player, that player reveals their hand. You choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles.
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Shimmer
( 4)
Enchantment
As this enchantment enters, choose a land type. Each land of the chosen type has phasing. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Shimmer Dragon
( 6)
Creature — Dragon
(5/6)
Flying As long as you control four or more artifacts, this creature has hexproof. (It can't be the target of spells or abilities your opponents control.) Tap two untapped artifacts you control: Draw a card.
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Shimmer Myr
( 3)
Artifact Creature — Myr
(2/2)
Flash You may cast artifact spells as though they had flash.
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Shimmer of Possibility
( 2)
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
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Shimmerdrift Vale
( 0)
Snow Land
This land enters tapped. As this land enters, choose a color. : Add one mana of the chosen color.
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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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Shimmering Efreet
( 3)
Creature — Efreet
(2/2)
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Whenever this creature phases in, target creature phases out. (It phases in before its controller untaps during their next untap step.)
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Shimmering Glasskite
( 4)
Creature — Spirit
(2/3)
Flying Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability.
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Shimmering Mirage
( 2)
Instant
Target land becomes the basic land type of your choice until end of turn. Draw a card.
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Shimmering Wings
( 1)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) : Return this Aura to its owner's hand.
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Shimmerscale Drake
( 5)
Creature — Drake
(3/4)
Flying Cycling (, Discard this card: Draw a card.)
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Shimmerwing Chimera
( 4)
Enchantment Creature — Chimera
(3/2)
Flying At the beginning of your upkeep, return up to one other target enchantment you control to its owner's hand.
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Shinechaser
( 3)
Creature — Faerie
(1/1)
Flying, vigilance This creature gets +1/+1 as long as you control an artifact. This creature gets +1/+1 as long as you control an enchantment.
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Shinen of Fear's Chill
( 5)
Creature — Spirit
(3/2)
This creature can't block. Channel — , Discard this creature: Target creature can't block this turn.
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Shinen of Flight's Wings
( 5)
Creature — Spirit
(3/3)
Flying Channel — , Discard this card: Target creature gains flying until end of turn.
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Shinen of Fury's Fire
( 3)
Creature — Spirit
(2/1)
Haste Channel — , Discard this card: Target creature gains haste until end of turn.
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Shinen of Life's Roar
( 2)
Creature — Spirit
(1/2)
All creatures able to block this creature do so. Channel — , Discard this card: All creatures able to block target creature this turn do so.
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Shinen of Stars' Light
( 3)
Creature — Spirit
(2/1)
First strike Channel — , Discard this card: Target creature gains first strike until end of turn.
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Shineshadow Snarl
( 0)
Land
As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped. : Add or .
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Shinewend
( 2)
Creature — Elemental
(0/0)
Flying This creature enters with a +1/+1 counter on it. , Remove a +1/+1 counter from this creature: Destroy target enchantment.
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Shining Armor
( 2)
Artifact — Equipment
Flash When this Equipment enters, 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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Shinka Gatekeeper
( 3)
Creature — Ogre Warrior
(3/2)
Whenever this creature is dealt damage, it deals that much damage to you.
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Shiny Impetus
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
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Shipbreaker Kraken
( 6)
Creature — Kraken
(6/6)
: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, tap up to four target creatures. Those creatures don't untap during their controllers' untap steps for as long as you control this creature.
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Shipwreck Dowser
( 5)
Creature — Merfolk Wizard
(3/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target instant or sorcery card from your graveyard to your hand.
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Shipwreck Looter
( 2)
Creature — Human Pirate
(2/1)
Raid — When this creature enters, if you attacked this turn, you may draw a card. If you do, discard a card.
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Shipwreck Marsh
( 0)
Land
This land enters tapped unless you control two or more other lands. : Add or .
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Shipwreck Sentry
( 2)
Creature — Human Pirate
(3/3)
Defender As long as an artifact entered the battlefield under your control this turn, this creature can attack as though it didn't have defender.
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Shipwreck Sifters
( 2)
Creature — Spirit
(1/2)
When this creature enters, draw a card, then discard a card. Whenever you discard a Spirit card or a card with disturb, put a +1/+1 counter on this creature.
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Shire Scarecrow
( 2)
Artifact Creature — Scarecrow
(0/3)
Defender : Add one mana of any color. Activate only once each turn.
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Shire Shirriff
( 2)
Creature — Halfling Soldier
(2/2)
Vigilance When this creature enters, you may sacrifice a token. When you do, exile target creature an opponent controls until this creature leaves the battlefield.
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Shirei, Shizo's Caretaker
( 5)
Legendary Creature — Spirit
(2/2)
Whenever a creature with power 1 or less is put into your graveyard from the battlefield, you may return that card to the battlefield at the beginning of the next end step if Shirei is still on the battlefield.
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Shisato, Whispering Hunter
( 4)
Legendary Creature — Snake Warrior
(2/2)
At the beginning of your upkeep, sacrifice a Snake. Whenever Shisato deals combat damage to a player, that player skips their next untap step.
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Shivan Branch-Burner
( 7)
Creature — Dragon
(4/4)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Flying, haste
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Shivan Devastator
( 1)
Creature — Dragon Hydra
(0/0)
Flying, haste This creature enters with X +1/+1 counters on it.
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Shivan Dragon
( 6)
Creature — Dragon
(5/5)
Flying : This creature gets +1/+0 until end of turn.
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Shivan Fire
( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Shivan Fire deals 2 damage to target creature. If this spell was kicked, it deals 4 damage instead.
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Shivan Harvest
( 2)
Enchantment
, Sacrifice a creature: Destroy target nonbasic land.
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Shivan Hellkite
( 7)
Creature — Dragon
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.) : This creature deals 1 damage to any target.
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Shivan Phoenix
( 6)
Creature — Phoenix
(3/4)
Flying When this creature dies, return it to its owner's hand.
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Shivan Raptor
( 3)
Creature — Dinosaur
(3/1)
First strike, haste Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Shivan Sand-Mage
( 4)
Creature — Lizard Shaman
(3/2)
When this creature enters, choose one — • Remove two time counters from target permanent or suspended card. • Put two time counters on target permanent with a time counter on it or suspended card. Suspend 4—
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Shivan Wumpus
( 4)
Creature — Beast
(6/6)
Trample When this creature enters, any player may sacrifice a land of their choice. If a player does, put this creature on top of its owner's library.
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Shivan Wurm
( 5)
Creature — Wurm
(7/7)
Trample When this creature enters, return a red or green creature you control to its owner's hand.
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Shiv's Embrace
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying. : Enchanted creature gets +1/+0 until end of turn.
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Shoal Kraken
( 5)
Creature — Kraken
(3/5)
Constellation — Whenever an enchantment you control enters, you may draw a card. If you do, discard a card.
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Shoal Serpent
( 6)
Creature — Serpent
(5/5)
Defender Landfall — Whenever a land you control enters, this creature loses defender until end of turn.
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Shock
( 1)
Instant
Shock deals 2 damage to any target.
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Shock Troops
( 4)
Creature — Human Soldier
(2/2)
Sacrifice this creature: It deals 2 damage to any target.
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Shocker
( 2)
Creature — Insect
(1/1)
Whenever this creature deals damage to a player, that player discards all the cards in their hand, then draws that many cards.
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