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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 Shimmering Wings to its owner's hand.
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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 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 Fear's Chill
( 5)
Creature — Spirit
(3/2)
Shinen of Fear's Chill can't block. Channel — , Discard Shinen of Fear's Chill: Target creature can't block this turn.
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Shinen of Flight's Wings
( 5)
Creature — Spirit
(3/3)
Flying Channel — , Discard Shinen of Flight's Wings: 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 Shinen of Fury's Fire: 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 Shinen of Life's Roar do so. Channel — , Discard Shinen of Life's Roar: 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 Shinen of Stars' Light: Target creature gains first strike until end of turn.
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Shineshadow Snarl
( 0)
Land
As Shineshadow Snarl enters, you may reveal a Plains or Swamp card from your hand. If you don't, Shineshadow Snarl enters tapped. : Add or .
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Shinewend
( 2)
Creature — Elemental
(0/0)
Flying Shinewend enters 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, 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 Shinka Gatekeeper 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 artifact: Add one mana of any color.")
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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, Whispering Hunter deals combat damage to a player, that player skips their next untap step.
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Shocking Grasp
( 2)
Instant
Target creature gets -2/-0 until end of turn. Draw a card.
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Shoreline Looter
( 2)
Creature — Rat Rogue
(1/1)
Shoreline Looter can't be blocked. Threshold — Whenever Shoreline Looter deals combat damage to a player, draw a card. Then discard a card unless seven or more cards are in your graveyard.
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Shoreline Ranger
( 6)
Creature — Bird Soldier Ranger
(3/4)
Flying Islandcycling (, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
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Shoreline Salvager
( 4)
Creature — Surrakar
(3/3)
Whenever Shoreline Salvager deals combat damage to a player, if you control an Island, you may draw a card.
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Shoreline Scout
( 1)
Creature — — Merfolk Scout
(1/1)
When Shoreline Scout enters the battlefield, you may exile a Merfolk card or a land card from your hand. If you do, conjure a card named Tropical Island into your hand. As long as another Merfolk or an Island entered the battlefield under your control this turn, Shoreline Scout gets +1/+0.
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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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Shoving Match
( 3)
Instant
Until end of turn, all creatures gain ": Tap target creature."
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Showstopping Surprise
( 5)
Instant
Choose target creature you control. Turn it face up if it's face down. Then it deals damage equal to its power to each other creature.
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Shrapnel Slinger
( 2)
Artifact Creature — Phyrexian Beast
(2/2)
When Shrapnel Slinger enters, you may sacrifice a creature. When you do, destroy target artifact an opponent controls.
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Shredding Winds
( 3)
Instant
Shredding Winds deals 7 damage to target creature with flying.
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Shrewd Hatchling
( 4)
Creature — Elemental
(6/6)
Shrewd Hatchling enters with four -1/-1 counters on it. : Target creature can't block Shrewd Hatchling this turn. Whenever you cast a blue spell, remove a -1/-1 counter from Shrewd Hatchling. Whenever you cast a red spell, remove a -1/-1 counter from Shrewd Hatchling.
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Shrieking Affliction
( 1)
Enchantment
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, they lose 3 life.
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Shrieking Drake
( 1)
Creature — Drake
(1/1)
Flying When Shrieking Drake enters, return a creature you control to its owner's hand.
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Shrieking Grotesque
( 3)
Creature — Gargoyle
(2/1)
Flying When Shrieking Grotesque enters, if was spent to cast it, target player discards a card.
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Shrieking Mogg
( 2)
Creature — Goblin
(1/1)
Haste When Shrieking Mogg enters, tap all other creatures.
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Shrieking Specter
( 6)
Creature — Specter
(2/2)
Flying Whenever Shrieking Specter attacks, defending player discards a card.
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Shrine of Boundless Growth
( 3)
Artifact
At the beginning of your upkeep and whenever you cast a green spell, put a charge counter on Shrine of Boundless Growth. , Sacrifice Shrine of Boundless Growth: Add for each charge counter on Shrine of Boundless Growth.
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Shrine of Burning Rage
( 2)
Artifact
At the beginning of your upkeep and whenever you cast a red spell, put a charge counter on Shrine of Burning Rage. , , Sacrifice Shrine of Burning Rage: It deals damage equal to the number of charge counters on it to any target.
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Shrine of Limitless Power
( 3)
Artifact
At the beginning of your upkeep and whenever you cast a black spell, put a charge counter on Shrine of Limitless Power. , , Sacrifice Shrine of Limitless Power: Target player discards a card for each charge counter on Shrine of Limitless Power.
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Shrine of Loyal Legions
( 2)
Artifact
At the beginning of your upkeep and whenever you cast a white spell, put a charge counter on Shrine of Loyal Legions. , , Sacrifice Shrine of Loyal Legions: Create a 1/1 colorless Phyrexian Myr artifact creature token for each charge counter on Shrine of Loyal Legions.
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Shrine of Piercing Vision
( 2)
Artifact
At the beginning of your upkeep and whenever you cast a blue spell, put a charge counter on Shrine of Piercing Vision. , Sacrifice Shrine of Piercing Vision: Look at the top X cards of your library, where X is the number of charge counters on Shrine of Piercing Vision. Put one of those cards into your hand and the rest on the bottom of your library in any order.
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Shrine Steward
( 5)
Artifact Creature — Construct
(3/2)
When Shrine Steward enters, you may search your library for an Aura or Shrine card, reveal it, put it into your hand, then shuffle.
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Shrink
( 1)
Instant
Target creature gets -5/-0 until end of turn.
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Shriveling Rot
( 4)
Instant
Choose one — • Until end of turn, whenever a creature is dealt damage, destroy it. • Until end of turn, whenever a creature dies, that creature's controller loses life equal to its toughness. Entwine (Choose both if you pay the entwine cost.)
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Shu Grain Caravan
( 3)
Creature — Human Soldier
(2/2)
When Shu Grain Caravan enters, you gain 2 life.
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Sibling Rivalry
( 4)
Sorcery
Gain control of target artifact or creature until end of turn. Untap it. It gains haste until end of turn. Create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Sibylline Soothsayer
( 3)
Creature — Human Warlock
(3/2)
Temporal Foresight — When Sibylline Soothsayer enters, reveal cards from the top of your library until you reveal a nonland card with mana value 3 or greater. Exile that card with three time counters on it. If it doesn't have suspend, it gains suspend. Put the rest of the revealed cards on the bottom of your library in a random order.
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Sicarian Infiltrator
( 3)
Artifact Creature — Human Soldier
(1/2)
Flash Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) Benediction of the Omnissiah — When Sicarian Infiltrator enters, draw a card.
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Sickening Dreams
( 2)
Sorcery
As an additional cost to cast this spell, discard X cards. Sickening Dreams deals X damage to each creature and each player.
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Sickening Shoal
( 2)
Instant — Arcane
You may exile a black card with mana value X from your hand rather than pay this spell's mana cost. Target creature gets -X/-X until end of turn.
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Sidewinder Naga
( 3)
Creature — Snake Warrior
(3/2)
As long as you control a Desert or there is a Desert card in your graveyard, Sidewinder Naga gets +1/+0 and has trample.
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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, each opponent loses 3 life and you gain 3 life.
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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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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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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 you control enters, if that creature is 1/1, put two +1/+1 counters on it.
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Sigil of Distinction
( 0)
Artifact — Equipment
Sigil of Distinction enters with X charge counters on it. Equipped creature gets +1/+1 for each charge counter on Sigil of Distinction. Equip—Remove a charge counter from Sigil of Distinction.
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Sigiled Paladin
( 2)
Creature — Human Knight
(2/2)
First strike Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Sigiled Sentinel
( 3)
Creature — Human Knight
(2/2)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Vigilance
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Sigiled Skink
( 2)
Creature — Lizard
(2/1)
Whenever Sigiled Skink attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Sign in Blood
( 2)
Sorcery
Target player draws two cards and loses 2 life.
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Silburlind Snapper
( 6)
Creature — Turtle
(6/6)
Silburlind Snapper can't attack unless you've cast a noncreature spell this turn.
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Silent Assassin
( 2)
Creature — Human Mercenary Assassin
(2/1)
: Destroy target blocking creature at end of combat.
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Silent Sentinel
( 7)
Creature — Archon
(4/6)
Flying Whenever Silent Sentinel attacks, you may return target enchantment card from your graveyard to the battlefield.
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Silhana Wayfinder
( 2)
Creature — Elf Scout
(2/1)
When Silhana Wayfinder enters, look at the top four cards of your library. You may reveal a creature or land card from among them and put it on top of your library. Put the rest on the bottom of your library in a random order.
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Silkwing Scout
( 3)
Creature — Faerie Scout
(2/1)
Flying , Sacrifice Silkwing Scout: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Silumgar Assassin
( 2)
Creature — Human Assassin
(2/1)
Creatures with power greater than Silumgar Assassin's power can't block it. 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 Silumgar Assassin is turned face up, destroy target creature with power 3 or less an opponent controls.
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Silumgar, the Drifting Death
( 6)
Legendary Creature — Dragon
(3/7)
Flying, hexproof Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.
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Silvanus's Invoker
( 3)
Creature — Dragon Druid
(3/2)
Conjure Elemental — : Untap target land you control. It becomes an 8/8 Elemental creature with trample and haste until end of turn. It's still a land.
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Silver Scrutiny
( 2)
Sorcery
You may cast Silver Scrutiny as though it had flash if X is 3 or less. Draw X cards.
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Silverbeak Griffin
( 2)
Creature — Griffin
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Silverblade Paladin
( 3)
Creature — Human Knight
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Silverblade Paladin is paired with another creature, both creatures have double strike.
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Silver-Inlaid Dagger
( 1)
Artifact — Equipment
Equipped creature gets +2/+0. As long as equipped creature is a Human, it gets an additional +1/+0. Equip
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Silverskin Armor
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and is an artifact in addition to its other types. Equip
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Silverwing Squadron
( 6)
Creature — Human Knight
(*/*)
Flying, vigilance Silverwing Squadron's power and toughness are each equal to the number of creatures you control. Whenever Silverwing Squadron attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.
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Simian Sling
( 1)
Artifact Creature — Equipment Monkey
(1/1)
Equipped creature gets +1/+1. Whenever Simian Sling or equipped creature becomes blocked, it deals 1 damage to defending player. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Simic Initiate
( 1)
Creature — Human Mutant
(0/0)
Graft 1 (This creature enters with a +1/+1 counter on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
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Sin Collector
( 3)
Creature — Human Cleric
(2/1)
When Sin Collector enters, target opponent reveals their hand. You choose an instant or sorcery card from it and exile that card.
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Sin Prodder
( 3)
Creature — Devil
(3/2)
Menace At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, Sin Prodder deals damage to that player equal to that card's mana value. Otherwise, put that card into your hand.
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Sindbad
( 2)
Creature — Human
(1/1)
: Draw a card and reveal it. If it isn't a land card, discard it.
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Sinew Sliver
( 2)
Creature — Sliver
(1/1)
All Sliver creatures get +1/+1.
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Singe
( 1)
Instant
Singe deals 1 damage to target creature. That creature becomes black until end of turn.
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Singe-Mind Ogre
( 4)
Creature — Ogre Mutant
(3/2)
When Singe-Mind Ogre enters, target player reveals a card at random from their hand, then loses life equal to that card's mana value.
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Singer of Swift Rivers
( 3)
Creature — Merfolk Shaman
(3/2)
Flash When Singer of Swift Rivers enters, put a shield counter on another target creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) You may cast Merfolk spells as though they had flash.
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Singing Bell Strike
( 2)
Enchantment — Aura
Enchant creature When Singing Bell Strike enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has ": Untap this creature."
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Singing Tree
( 4)
Creature — Plant
(0/3)
: Target attacking creature has base power 0 until end of turn.
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Single Combat
( 5)
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
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Sinister Concierge
( 2)
Creature — Human Wizard
(2/1)
When Sinister Concierge dies, you may exile it and put three time counters on it. If you do, exile up to one target creature and put three time counters on it. Each card exiled this way that doesn't have suspend gains suspend. (For each card with suspend, its owner removes a time counter from it at the beginning of their upkeep. When the last is removed, they may cast it without paying its mana cost. Those creature spells have haste.)
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Sinister Concoction
( 1)
Enchantment
, Pay 1 life, Mill a card, Discard a card, Sacrifice Sinister Concoction: Destroy target creature.
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Sinister Monolith
( 4)
Artifact
At the beginning of combat on your turn, each opponent loses 1 life and you gain 1 life. , Pay 2 life, Sacrifice Sinister Monolith: Draw two cards. Activate only as a sorcery.
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Sinister Possession
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks or blocks, its controller loses 2 life.
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