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Soporific Springs
( 0)
Land
As Soporific Springs enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Soratami Cloud Chariot
( 5)
Artifact
: Target creature you control gains flying until end of turn. : Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
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Sorin Markov
( 6)
Legendary Planeswalker — Sorin
(4)
+2: Sorin Markov deals 2 damage to any target and you gain 2 life. −3: Target opponent's life total becomes 10. −7: You control target player during that player's next turn.
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Sorin of House Markov
( 2)
Legendary Creature — Human Noble
(1/4)
Lifelink Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.) At the beginning of each of your postcombat main phases, if you gained 3 or more life this turn, exile Sorin of House Markov, then return him to the battlefield transformed under his owner's control.
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Sorin the Mirthless
( 4)
Legendary Planeswalker — Sorin
(4)
+1: Look at the top card of your library. You may reveal that card and put it into your hand. If you do, you lose life equal to its mana value. −2: Create a 2/3 black Vampire creature token with flying and lifelink. −7: Sorin the Mirthless deals 13 damage to any target. You gain 13 life.
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Sorin, Grim Nemesis
( 6)
Legendary Planeswalker — Sorin
(6)
+1: Reveal the top card of your library and put that card into your hand. Each opponent loses life equal to its mana value. −X: Sorin, Grim Nemesis deals X damage to target creature or planeswalker and you gain X life. −9: Create a number of 1/1 black Vampire Knight creature tokens with lifelink equal to the highest life total among all players.
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Sorin, Imperious Bloodlord
( 3)
Legendary Planeswalker — Sorin
(4)
+1: Target creature you control gains deathtouch and lifelink until end of turn. If it's a Vampire, put a +1/+1 counter on it. +1: You may sacrifice a Vampire. When you do, Sorin, Imperious Bloodlord deals 3 damage to any target and you gain 3 life. −3: You may put a Vampire creature card from your hand onto the battlefield.
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Sorin, Lord of Innistrad
( 4)
Legendary Planeswalker — Sorin
(3)
+1: Create a 1/1 black Vampire creature token with lifelink. −2: You get an emblem with "Creatures you control get +1/+0." −6: Destroy up to three target creatures and/or other planeswalkers. Return each card put into a graveyard this way to the battlefield under your control.
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Sorin, Ravenous Neonate
( 0)
Legendary Planeswalker — Sorin
(3)
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.) +2: Create a Food token. −1: Sorin, Ravenous Neonate deals damage equal to the amount of life you gained this turn to any target. −6: Gain control of target creature. It becomes a Vampire in addition to its other types. Put a lifelink counter on it if you control a white permanent other than that creature or Sorin.
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Sorin, Solemn Visitor
( 4)
Legendary Planeswalker — Sorin
(4)
+1: Until your next turn, creatures you control get +1/+0 and gain lifelink. −2: Create a 2/2 black Vampire creature token with flying. −6: You get an emblem with "At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice."
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Sorin, Vampire Lord
( 6)
Legendary Planeswalker — Sorin
(4)
+1: Up to one target creature gets +2/+0 until end of turn. −2: Sorin, Vampire Lord deals 4 damage to any target. You gain 4 life. −8: Until end of turn, each Vampire you control gains ": Gain control of target creature."
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Sorin, Vengeful Bloodlord
( 4)
Legendary Planeswalker — Sorin
(4)
During your turn, creatures and planeswalkers you control have lifelink. +2: Sorin, Vengeful Bloodlord deals 1 damage to target player or planeswalker. −X: Return target creature card with mana value X from your graveyard to the battlefield. That creature is a Vampire in addition to its other types.
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Sorin's Guide
( 5)
Creature — Vampire
(4/2)
When Sorin's Guide enters, you may search your library and/or graveyard for a card named Sorin, Vampire Lord, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Sorin's Thirst
( 2)
Instant
Sorin's Thirst deals 2 damage to target creature and you gain 2 life.
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Sorin's Vengeance
( 7)
Sorcery
Sorin's Vengeance deals 10 damage to target player or planeswalker and you gain 10 life.
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Soul Barrier
( 3)
Enchantment
Whenever an opponent casts a creature spell, Soul Barrier deals 2 damage to that player unless they pay .
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Soul Strings
( 1)
Sorcery
Return two target creature cards from your graveyard to your hand unless any player pays .
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Soulcatchers' Aerie
( 2)
Enchantment
Whenever a Bird is put into your graveyard from the battlefield, put a feather counter on Soulcatchers' Aerie. Bird creatures get +1/+1 for each feather counter on Soulcatchers' Aerie.
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Souldrinker
( 4)
Creature — Spirit
(2/2)
Pay 3 life: Put a +1/+1 counter on Souldrinker.
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Soulshriek
( 1)
Instant
Target creature you control gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. Sacrifice that creature at the beginning of the next end step.
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Soul-Strike Technique
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has vigilance. When enchanted creature dies, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Soulsworn Spirit
( 4)
Creature — Spirit
(2/1)
Soulsworn Spirit can't be blocked. When Soulsworn Spirit enters, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
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Soundwave, Superior Captain
( 0)
Legendary Artifact
Whenever you cast a spell with an odd mana value, convert Soundwave. If you do, create Ravage, a legendary 3/3 black Robot artifact creature token with menace and deathtouch. Whenever you cast a spell with an even mana value, convert Soundwave. If you do, create Laserbeak, a legendary 2/2 blue Robot artifact creature token with flying and hexproof.
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Soured Springs
( 0)
Land — Desert
Soured Springs enters tapped. When Soured Springs enters, it deals 1 damage to target opponent. : Add or .
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Space Marine Devastator
( 4)
Creature — Astartes Warrior
(3/3)
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.) Grav-cannon — When Space Marine Devastator enters, destroy up to one target artifact or enchantment.
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Space Marine Scout
( 3)
Creature — Astartes Scout
(2/1)
First strike, vigilance Concealed Position — When Space Marine Scout enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Sparring Collar
( 2)
Artifact — Equipment
Equipped creature has first strike. : Attach Sparring Collar to target creature you control. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Sparring Construct
( 1)
Artifact Creature — Construct
(1/1)
When Sparring Construct dies, put a +1/+1 counter on target creature you control.
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Sparring Golem
( 3)
Artifact Creature — Golem
(2/2)
Whenever Sparring Golem becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
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Sparring Mummy
( 4)
Creature — Zombie
(3/3)
When Sparring Mummy enters, untap target creature.
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Sparring Regimen
( 3)
Enchantment
When Sparring Regimen enters, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.) Whenever you attack, put a +1/+1 counter on target attacking creature and untap it.
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Spawn of Rix Maadi
( 5)
Creature — Horror
(5/3)
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
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Spawnwrithe
( 3)
Creature — Elemental
(2/2)
Trample Whenever Spawnwrithe deals combat damage to a player, create a token that's a copy of Spawnwrithe.
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Specter's Shriek
( 1)
Sorcery
Target opponent reveals their hand. You may choose a nonland card from it. If you do, that player exiles that card. If a nonblack card is exiled this way, exile a card from your hand.
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Spectral Prison
( 2)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. When enchanted creature becomes the target of a spell, sacrifice Spectral Prison.
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Spectral Rider
( 2)
Creature — Spirit Knight
(2/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Spell Shrivel
( 3)
Instant
Devoid (This card has no color.) Counter target spell unless its controller pays . If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Spelleater Wolverine
( 3)
Creature — Wolverine
(3/2)
Spelleater Wolverine has double strike as long as there are three or more instant and/or sorcery cards in your graveyard.
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Spellgorger Barbarian
( 4)
Creature — Human Nightmare Barbarian
(3/1)
When Spellgorger Barbarian enters, discard a card at random. When Spellgorger Barbarian leaves the battlefield, draw a card.
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Spellstutter Sprite
( 2)
Creature — Faerie Wizard
(1/1)
Flash Flying When Spellstutter Sprite enters, counter target spell with mana value X or less, where X is the number of Faeries you control.
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Sphere of Purity
( 4)
Enchantment
If an artifact would deal damage to you, prevent 1 of that damage.
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Spiked Corridor // Torture Pit (Spiked Corridor)
( 4)
Enchantment — Room
When you unlock this door, create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Spiked Ripsaw
( 3)
Artifact — Equipment
Equipped creature gets +3/+3. Whenever equipped creature attacks, you may sacrifice a Forest. If you do, that creature gains trample until end of turn. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Spindrift Drake
( 1)
Creature — Drake
(2/1)
Flying At the beginning of your upkeep, sacrifice Spindrift Drake unless you pay .
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Spirit
( 0)
Creature — Spirit
(1/1)
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Spirit Away
( 7)
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has flying.
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Spirit Bonds
( 2)
Enchantment
Whenever a nontoken creature you control enters, you may pay . If you do, create a 1/1 white Spirit creature token with flying. , Sacrifice a Spirit: Target non-Spirit creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Spirit Cairn
( 3)
Enchantment
Whenever a player discards a card, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
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Spirit en-Dal
( 3)
Creature — Spirit
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Forecast — , Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn. (Activate only during your upkeep and only once each turn.)
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Spirit en-Kor
( 4)
Creature — Kor Spirit
(2/2)
Flying : The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead.
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Spirit Flare
( 4)
Instant
Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls. Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Spirit Link
( 1)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Whenever enchanted creature deals damage, you gain that much life.
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Spirit Loop
( 2)
Enchantment — Aura
Enchant creature you control Whenever enchanted creature deals damage, you gain that much life. When Spirit Loop is put into a graveyard from the battlefield, return Spirit Loop to its owner's hand.
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Spirit Mantle
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has protection from creatures.
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Spirit Mirror
( 4)
Enchantment
At the beginning of your upkeep, if there are no Reflection tokens on the battlefield, create a 2/2 white Reflection creature token. : Destroy target Reflection.
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Spirit of Malevolence
( 2)
Creature — Spirit
(2/1)
When Spirit of Malevolence dies, each opponent loses 1 life and you gain 1 life.
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Spirit of Resistance
( 3)
Enchantment
As long as you control a permanent of each color, prevent all damage that would be dealt to you.
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Spirit of the Aldergard
( 4)
Snow Creature — Bear Spirit
(0/4)
When Spirit of the Aldergard enters, search your library for a snow land card, reveal it, put it into your hand, then shuffle. Spirit of the Aldergard gets +1/+0 for each other snow permanent you control.
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Spirit of the Hearth
( 6)
Creature — Cat Spirit
(4/5)
Flying You have hexproof. (You can't be the target of spells or abilities your opponents control.)
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Spirit of the Hunt
( 3)
Creature — Wolf Spirit
(3/3)
Flash When Spirit of the Hunt enters, each other creature you control that's a Wolf or a Werewolf gets +0/+3 until end of turn.
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Spirit of the Labyrinth
( 2)
Enchantment Creature — Spirit
(3/1)
Each player can't draw more than one card each turn.
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Spirit of the Night
( 9)
Legendary Creature — Demon Spirit
(6/5)
Flying, trample, haste, protection from black Spirit of the Night has first strike as long as it's attacking.
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Spirit of the Season
( 3)
Creature — Treefolk Spirit
(3/3)
When Spirit of the Season enters, it gains haste if it's summer. Put a +1/+1 counter on it if it's autumn. You gain 5 life if it's winter. If it's spring, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Spirit of the Spires
( 4)
Creature — Spirit
(2/4)
Flying Other creatures you control with flying get +0/+1.
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Spirit Shackle
( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature becomes tapped, put a -0/-2 counter on it.
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Spirit Shield
( 3)
Artifact
You may choose not to untap Spirit Shield during your untap step. , : Target creature gets +0/+2 for as long as Spirit Shield remains tapped.
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Spirit Summoning
( 3)
Sorcery — Lesson
Create a 3/2 red and white Spirit creature token.
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Spirit Weaver
( 2)
Creature — Human Wizard
(2/1)
: Target green or blue creature gets +0/+1 until end of turn.
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Spirited Companion
( 2)
Enchantment Creature — Dog
(1/1)
When Spirited Companion enters, draw a card.
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Spiritmonger
( 5)
Creature — Beast
(6/6)
Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on Spiritmonger. : Regenerate Spiritmonger. : Spiritmonger becomes the color of your choice until end of turn.
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Spirit-Sister's Call
( 5)
Enchantment
At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else."
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Spiritual Asylum
( 4)
Enchantment
Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.) When a creature you control attacks, sacrifice Spiritual Asylum.
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Spiritual Focus
( 2)
Enchantment
Whenever a spell or ability an opponent controls causes you to discard a card, you gain 2 life and you may draw a card.
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Spiritual Guardian
( 5)
Creature — Spirit
(3/4)
When Spiritual Guardian enters, you gain 4 life.
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Spiritual Sanctuary
( 4)
Enchantment
At the beginning of each player's upkeep, if that player controls a Plains, they gain 1 life.
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Spiritual Visit
( 1)
Instant — Arcane
Create a 1/1 colorless Spirit creature token. 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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Spiritualize
( 3)
Instant
Until end of turn, whenever target creature deals damage, you gain that much life. Draw a card.
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Splinterfright
( 3)
Creature — Elemental
(*/*)
Trample Splinterfright's power and toughness are each equal to the number of creature cards in your graveyard. At the beginning of your upkeep, mill two cards.
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Spring // Mind (Spring)
( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Spring Cleaning
( 2)
Instant
Destroy target enchantment. Clash with an opponent. If you win, destroy all enchantments your opponents control. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Spring Splasher
( 2)
Creature — Frog Beast
(2/1)
Whenever Spring Splasher attacks, target creature defending player controls gets -3/-0 until end of turn.
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Springbloom Druid
( 3)
Creature — Elf Druid
(1/1)
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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Springheart Nantuko
( 2)
Enchantment Creature — Insect Monk
(1/1)
Bestow Enchanted creature gets +1/+1. Landfall — Whenever a land you control enters, you may pay if Springheart Nantuko is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
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Springing Tiger
( 4)
Creature — Cat
(3/3)
Threshold — Springing Tiger gets +2/+2 as long as seven or more cards are in your graveyard.
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Springjack Knight
( 3)
Creature — Kithkin Knight
(2/1)
Whenever Springjack Knight attacks, clash with an opponent. If you win, target creature gains double strike until end of turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Springjack Shepherd
( 4)
Creature — Kithkin Wizard
(1/2)
Chroma — When Springjack Shepherd enters, create a 0/1 white Goat creature token for each white mana symbol in the mana costs of permanents you control.
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Springjaw Trap
( 1)
Artifact
Flash , , Sacrifice Springjaw Trap: It deals 3 damage to any target.
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