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Servant of Volrath
( 3)
Creature — Minion
(3/3)
When Servant of Volrath leaves the battlefield, sacrifice a creature.
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Protect // Serve (Serve)
( 2)
Instant
Target creature gets -6/-0 until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Servo Exhibition
( 2)
Sorcery
Create two 1/1 colorless Servo artifact creature tokens.
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Servo Schematic
( 2)
Artifact
When Servo Schematic enters or is put into a graveyard from the battlefield, create a 1/1 colorless Servo artifact creature token.
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Seshiro the Anointed
( 6)
Legendary Creature — Snake Monk
(3/4)
Other Snake creatures you control get +2/+2. Whenever a Snake you control deals combat damage to a player, you may draw a card.
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Set Adrift
( 6)
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .) Put target nonland permanent on top of its owner's library.
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Setessan Battle Priest
( 2)
Creature — Human Cleric
(1/3)
Heroic — Whenever you cast a spell that targets Setessan Battle Priest, you gain 2 life.
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Setessan Champion
( 3)
Creature — Human Warrior
(1/3)
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on Setessan Champion and draw a card.
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Setessan Griffin
( 5)
Creature — Griffin
(3/2)
Flying : Setessan Griffin gets +2/+2 until end of turn. Activate only once each turn.
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Setessan Oathsworn
( 3)
Creature — Satyr Warrior
(1/1)
Heroic — Whenever you cast a spell that targets Setessan Oathsworn, put two +1/+1 counters on Setessan Oathsworn.
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Setessan Petitioner
( 3)
Creature — Human Druid
(2/2)
When Setessan Petitioner enters, you gain life equal to your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
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Setessan Skirmisher
( 2)
Creature — Human Warrior
(2/1)
Constellation — Whenever an enchantment you control enters, Setessan Skirmisher gets +1/+1 until end of turn.
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Setessan Starbreaker
( 4)
Creature — Human Warrior
(2/1)
When Setessan Starbreaker enters, you may destroy target Aura.
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Setessan Tactics
( 2)
Instant
Strive — This spell costs more to cast for each target beyond the first. Until end of turn, any number of target creatures each get +1/+1 and gain ": This creature fights another target creature."
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Setessan Training
( 2)
Enchantment — Aura
Enchant creature you control When Setessan Training enters, draw a card. Enchanted creature gets +1/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Seton's Desire
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Threshold — As long as seven or more cards are in your graveyard, all creatures able to block enchanted creature do so.
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Seton's Scout
( 2)
Creature — Centaur Druid Scout Archer
(2/1)
Reach (This creature can block creatures with flying.) Threshold — Seton's Scout gets +2/+2 as long as seven or more cards are in your graveyard.
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Settle Beyond Reality
( 5)
Sorcery
Choose one or both — • Exile target creature you don't control. • Exile target creature you control, then return it to the battlefield under its owner's control.
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Settle the Score
( 4)
Sorcery
Exile target creature. Put two loyalty counters on a planeswalker you control.
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Settle the Wilds
( 3)
Sorcery
Seek a basic land card and put it onto the battlefield tapped. Then seek a permanent card with mana value equal to the number of lands you control.
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Settle the Wreckage
( 4)
Instant
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
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Settlement Blacksmith
( 3)
Creature — Human Artificer
(3/3)
When Settlement Blacksmith enters, if you control an Equipment, draw a card.
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Seven Dwarves
( 2)
Creature — Dwarf
(2/2)
Seven Dwarves gets +1/+1 for each other creature named Seven Dwarves you control. A deck can have up to seven cards named Seven Dwarves.
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Seven-Tail Mentor
( 4)
Creature — Fox Samurai
(2/3)
When Seven-Tail Mentor enters or dies, put a +1/+1 counter on target creature or Vehicle you control.
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Sever Soul
( 5)
Sorcery
Destroy target nonblack creature. It can't be regenerated. You gain life equal to its toughness.
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Sever the Bloodline
( 4)
Sorcery
Exile target creature and all other creatures with the same name as that creature. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Severed Legion
( 3)
Creature — Zombie
(2/2)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
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Severed Strands
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. You gain life equal to the sacrificed creature's toughness. Destroy target creature an opponent controls.
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Sevinne, the Chronoclasm
( 5)
Legendary Creature — Human Wizard
(2/2)
Prevent all damage that would be dealt to Sevinne, the Chronoclasm. Whenever you cast your first instant or sorcery spell from your graveyard each turn, copy that spell. You may choose new targets for the copy.
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Sevinne's Reclamation
( 3)
Sorcery
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sewer Nemesis
( 4)
Creature — Horror
(*/*)
As Sewer Nemesis enters, choose a player. Sewer Nemesis's power and toughness are each equal to the number of cards in the chosen player's graveyard. Whenever the chosen player casts a spell, that player mills a card.
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Sewer Plague
( 3)
Instant
Target creature an opponent controls perpetually gets -2/-2 and gains "At the beginning of each upkeep, this creature perpetually gets -1/-1."
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Sewer Rats
( 1)
Creature — Rat
(1/1)
, Pay 1 life: Sewer Rats gets +1/+0 until end of turn. Activate no more than three times each turn.
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Sewerdreg
( 5)
Creature — Spirit
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Sacrifice Sewerdreg: Exile target card from a graveyard.
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Sewers of Estark
( 4)
Instant
Choose target creature. If it's attacking, it can't be blocked this turn. If it's blocking, prevent all combat damage that would be dealt this combat by it and each creature it's blocking.
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Sex Appeal
( 1)
Instant
Prevent the next 3 damage that would be dealt this turn to any number of targets, divided as you choose. If there are more people in the room of a different gender than you are as you cast this spell, prevent the next 6 damage this way instead.
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Shabraz, the Skyshark
( 5)
Legendary Creature — Shark Bird
(3/3)
Partner with Brallin, Skyshark Rider Flying Whenever you draw a card, put a +1/+1 counter on Shabraz, the Skyshark and you gain 1 life. : Target Human gains flying until end of turn.
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Shackle Slinger
( 3)
Creature — Human Soldier
(3/2)
Whenever you cast your second spell each turn, choose target creature an opponent controls. If it's tapped, put a stun counter on it. Otherwise, tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Shacklegeist
( 2)
Creature — Spirit
(2/2)
Flying Shacklegeist can block only creatures with flying. Tap two untapped Spirits you control: Tap target creature you don't control.
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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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Shackles of Treachery
( 3)
Sorcery
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and "Whenever this creature deals damage, destroy target Equipment attached to it."
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Shade of Trokair
( 4)
Creature — Shade
(1/2)
: Shade of Trokair gets +1/+1 until end of turn. Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
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Shade's Breath
( 2)
Instant
Until end of turn, each creature you control becomes a black Shade and gains ": This creature gets +1/+1 until end of turn."
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Shade's Form
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has ": This creature gets +1/+1 until end of turn." When enchanted creature dies, return that card to the battlefield under your control.
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Shadewing Laureate
( 3)
Creature — Human Warlock
(2/2)
Flying Whenever another creature you control with flying dies, put a +1/+1 counter on target creature you control.
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Shadow Alley Denizen
( 1)
Creature — Vampire Rogue
(1/1)
Whenever another black creature you control enters, target creature gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Shadow in the Warp
( 3)
Enchantment
The first creature spell you cast each turn costs less to cast. Whenever an opponent casts their first noncreature spell each turn, Shadow in the Warp deals 2 damage to that player.
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Shadow Kin
( 4)
Creature — Shapeshifter
(2/2)
Flash At the beginning of your upkeep, each player mills three cards. You may exile a creature card from among the cards milled this way. If you do, Shadow Kin becomes a copy of that card, except it has this ability.
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Shadow Lance
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has first strike. : Enchanted creature gets +2/+2 until end of turn.
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Shadow of Doubt
( 2)
Instant
( can be paid with either or .) Players can't search libraries this turn. Draw a card.
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Shadow of Mortality
( 15)
Creature — Avatar
(7/7)
If your life total is less than your starting life total, this spell costs less to cast, where X is the difference.
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Shadow of the Enemy
( 6)
Sorcery
Exile all creature cards from target player's graveyard. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
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Shadow of the Grave
( 2)
Instant
Return to your hand all cards in your graveyard that you cycled or discarded this turn.
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Shadow of the Second Sun
( 6)
Enchantment — Aura
Enchant player At the beginning of each of enchanted player's postcombat main phases, there is an additional beginning phase after this phase. (The end step happens after the added untap, upkeep, and draw steps.)
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Shadow Prophecy
( 3)
Instant
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put up to two of them into your hand and the rest into your graveyard. You lose 2 life.
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Shadow Puppeteers
( 7)
Creature — Faerie Wizard
(4/4)
Flying, ward When Shadow Puppeteers enters, create two 1/1 black Faerie Rogue creature tokens with flying. Whenever a creature you control with flying attacks, you may have it become a red Dragon with base power and toughness 4/4 in addition to its other colors and types until end of turn.
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Shadow Rider
( 4)
Creature — Knight
(3/3)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I>
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Shadow Rift
( 1)
Instant
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Draw a card.
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Shadow Slice
( 5)
Sorcery
Target opponent loses 3 life. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Shadow Sliver
( 3)
Creature — Sliver
(1/1)
All Sliver creatures have shadow. (They can block or be blocked by only creatures with shadow.)
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Shadow Stinger
( 3)
Creature — Vampire Rogue
(1/4)
Tap another untapped Rogue you control: Shadow Stinger gains deathtouch until end of turn. Whenever Shadow Stinger deals combat damage to a player, that player mills three cards. (They put the top three cards of their library into their graveyard.)
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Shadow Summoning
( 2)
Sorcery
Create two tapped 1/1 white Spirit creature tokens with flying.
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Shadowbane
( 2)
Instant
The next time a source of your choice would deal damage to you and/or creatures you control this turn, prevent that damage. If damage from a black source is prevented this way, you gain that much life.
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Shadowbeast Sighting
( 4)
Sorcery
Create a 4/4 green Beast creature token. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Shadowborn Apostle
( 1)
Creature — Human Cleric
(1/1)
A deck can have any number of cards named Shadowborn Apostle. , Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
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Shadowborn Demon
( 5)
Creature — Demon
(5/6)
Flying When Shadowborn Demon enters, destroy target non-Demon creature. At the beginning of your upkeep, if there are fewer than six creature cards in your graveyard, sacrifice a creature.
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Shadowcloak Vampire
( 5)
Creature — Vampire
(4/3)
Pay 2 life: Shadowcloak Vampire gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Shadowed Caravel
( 2)
Artifact — Vehicle
(2/2)
Whenever a creature you control explores, put a +1/+1 counter on Shadowed Caravel. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Shadowfax, Lord of Horses
( 5)
Legendary Creature — Horse
(4/4)
Horses you control have haste. (They can attack and as soon as they come under your control.) Whenever Shadowfax, Lord of Horses attacks, you may put a creature card with lesser power from your hand onto the battlefield tapped and attacking.
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Shadowfeed
( 1)
Instant
Exile target card from a graveyard. You gain 3 life.
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Shadowgrange Archfiend
( 7)
Creature — Demon
(8/4)
When Shadowgrange Archfiend enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way. Madness—, Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Shadowheart, Dark Justiciar
( 4)
Legendary Creature — Human Elf Cleric
(3/4)
, , Sacrifice another creature: Draw X cards, where X is that creature's power. Choose a Background (You can have a Background as a second commander.)
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Shadowmage Infiltrator
( 3)
Creature — Human Wizard
(1/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.
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Shadows' Lair
( 0)
Land — Cave
(Transforms from Grasping Shadows.) : Add . , , Remove a dread counter from Shadows' Lair: You draw a card and you lose 1 life.
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Shadows of the Past
( 2)
Enchantment
Whenever a creature dies, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Each opponent loses 2 life and you gain 2 life. Activate only if there are four or more creature cards in your graveyard.
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Shadows' Verdict
( 5)
Sorcery
Exile all creatures and planeswalkers with mana value 3 or less from the battlefield and all creature and planeswalker cards with mana value 3 or less from all graveyards.
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Shadowspear
( 1)
Legendary Artifact — Equipment
Equipped creature gets +1/+1 and has trample and lifelink. : Permanents your opponents control lose hexproof and indestructible until end of turn. Equip
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Shadowstorm
( 1)
Sorcery
Shadowstorm deals 2 damage to each creature with shadow.
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Shadowstorm Vizier
( 2)
Creature — Human Cleric
(1/3)
Flying Whenever you cycle or discard a card, Shadowstorm Vizier gets +1/+1 until end of turn.
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Shadowy Backstreet
( 0)
Land — Plains Swamp
(: Add or .) Shadowy Backstreet enters tapped. When Shadowy Backstreet enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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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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Shady Traveler
( 3)
Creature — Human Werewolf
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Shaggy Camel
( 4)
Host Creature — Camel
(3/3)
When this creature enters, creatures you control get +1/+1 until end of turn.
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Shagrat, Loot Bearer
( 4)
Legendary Creature — Orc Soldier
(4/4)
Whenever Shagrat, Loot Bearer attacks, attach up to one target Equipment to it. Then amass Orcs X, where X is the number of Equipment attached to Shagrat. (Control of the Equipment doesn't change. To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Shah of Naar Isle
( 4)
Creature — Efreet
(6/6)
Trample 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.) When Shah of Naar Isle's echo cost is paid, each opponent may draw up to three cards.
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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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Shake the Foundations
( 3)
Instant
Shake the Foundations deals 1 damage to each creature without flying. Draw a card.
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