|
Sea Troll
( 3)
Creature — Troll
(2/1)
: Regenerate Sea Troll. Activate only if Sea Troll blocked or was blocked by a blue creature this turn.
|
|
|
Seachrome Coast
( 0)
Land
Seachrome Coast enters tapped unless you control two or fewer other lands. : Add or .
|
|
|
Sea-Dasher Octopus
( 3)
Creature — Octopus
(2/2)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flash Whenever this creature deals combat damage to a player, draw a card.
|
|
|
Seafarer's Quay
( 0)
Land
Blue legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
|
|
|
Seafaring Werewolf
( 0)
Creature — Werewolf
(2/1)
Seafaring Werewolf can't be blocked. Whenever Seafaring Werewolf deals combat damage to a player, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
|
|
|
Seafloor Debris
( 0)
Land
Seafloor Debris enters tapped. : Add . , Sacrifice Seafloor Debris: Add one mana of any color.
|
|
|
Seafloor Oracle
( 4)
Creature — Merfolk Wizard
(2/3)
Whenever a Merfolk you control deals combat damage to a player, draw a card.
|
|
|
Seal Away
( 2)
Enchantment
Flash When Seal Away enters, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
|
|
|
Seal from Existence
( 3)
Enchantment
Ward (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When Seal from Existence enters, exile target nonland permanent an opponent controls until Seal from Existence leaves the battlefield.
|
|
|
Seal of Cleansing
( 2)
Enchantment
Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.
|
|
|
Seal of Doom
( 3)
Enchantment
Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated.
|
|
|
Seal of Fire
( 1)
Enchantment
Sacrifice Seal of Fire: It deals 2 damage to any target.
|
|
|
Seal of Primordium
( 2)
Enchantment
Sacrifice Seal of Primordium: Destroy target artifact or enchantment.
|
|
|
Seal of Removal
( 1)
Enchantment
Sacrifice Seal of Removal: Return target creature to its owner's hand.
|
|
|
Seal of Strength
( 1)
Enchantment
Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn.
|
|
|
Seal of the Guildpact
( 5)
Artifact
As Seal of the Guildpact enters, choose two colors. Each spell you cast costs less to cast for each of the chosen colors it is.
|
|
|
Sealed Fate
( 2)
Sorcery
Look at the top X cards of target opponent's library. Exile one of those cards and put the rest back on top of that player's library in any order.
|
|
|
Sealock Monster
( 5)
Creature — Octopus
(5/5)
Sealock Monster can't attack unless defending player controls an Island. : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Sealock Monster becomes monstrous, target land becomes an Island in addition to its other types.
|
|
|
Search Elemental (playtest)
( 1)
Creature — — Elemental
(1/1)
Whenever you search your library, scry 1. Scryfall — Whenever you scry, put a +1/+1 counter on Search Elemental. It can't be blocked this turn.
|
|
|
Search for Azcanta
( 2)
Legendary Enchantment
At the beginning of your upkeep, surveil 1. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta. (Look at the top card of your library. You may put that card into your graveyard.)
|
|
|
Search for Blex
( 4)
Sorcery
Look at the top five cards of your library. You may put any number of them into your hand and the rest into your graveyard. You lose 3 life for each card you put into your hand this way.
|
|
|
Search for Glory
( 3)
Snow Sorcery
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each spent to cast this spell. ( is mana from a snow source.)
|
|
|
Search for Survivors
( 3)
Sorcery
Reorder your graveyard at random. An opponent chooses a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, exile it.
|
|
|
Search for Tomorrow
( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two 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.)
|
|
|
Search Party Captain
( 4)
Creature — Human Soldier
(2/2)
This spell costs less to cast for each creature you attacked with this turn. When Search Party Captain enters, draw a card.
|
|
|
Search the City
( 5)
Enchantment
When Search the City enters, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with Search the City, sacrifice it. If you do, take an extra turn after this one.
|
|
|
Search the Premises
( 4)
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
|
|
|
Search Warrant
( 2)
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
|
|
|
Searchlight Companion
( 3)
Artifact Creature — Drone
(1/1)
Flying When Searchlight Companion enters, create a 1/1 colorless Spirit creature token.
|
|
|
Searchlight Geist
( 3)
Creature — Spirit
(2/1)
Flying : Searchlight Geist gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
|
|
|
Searing Barb
( 3)
Sorcery
Searing Barb deals 2 damage to any target. If it's a creature, it can't block this turn. Incubate 1. (Create an Incubator token with a +1/+1 counter on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
|
|
|
Searing Barrage
( 5)
Instant
Searing Barrage deals 5 damage to target creature. Adamant — If at least three red mana was spent to cast this spell, Searing Barrage deals 3 damage to that creature's controller.
|
|
|
Searing Blaze
( 2)
Instant
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls. Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
|
|
|
Searing Blood
( 2)
Instant
Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller.
|
|
|
Searing Flesh
( 7)
Sorcery
Searing Flesh deals 7 damage to target opponent or planeswalker.
|
|
|
Searing Light
( 1)
Instant
Destroy target attacking or blocking creature with power 2 or less.
|
|
|
Searing Meditation
( 3)
Enchantment
Whenever you gain life, you may pay . If you do, Searing Meditation deals 2 damage to any target.
|
|
|
Searing Rays
( 3)
Sorcery
Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.
|
|
|
Searing Spear
( 2)
Instant
Searing Spear deals 3 damage to any target.
|
|
|
Searing Spear Askari
( 3)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) : Searing Spear Askari gains menace until end of turn. (It can't be blocked except by two or more creatures.)
|
|
|
Searing Touch
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Searing Touch deals 1 damage to any target.
|
|
|
Searing Wind
( 9)
Instant
Searing Wind deals 10 damage to any target.
|
|
|
Searslicer Goblin
( 2)
Creature — Goblin Warrior
(2/1)
Raid — At the beginning of your end step, if you attacked this turn, create a 1/1 red Goblin creature token.
|
|
|
Sea's Claim
( 1)
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) Enchanted land is an Island.
|
|
|
Seascape Aerialist
( 5)
Creature — Merfolk Wizard Ally
(2/3)
Whenever Seascape Aerialist or another Ally you control enters, you may have Ally creatures you control gain flying until end of turn.
|
|
|
Seasinger
( 3)
Creature — Merfolk
(0/1)
When you control no Islands, sacrifice Seasinger. You may choose not to untap Seasinger during your untap step. : Gain control of target creature whose controller controls an Island for as long as you control Seasinger and Seasinger remains tapped.
|
|
|
Season of Growth
( 2)
Enchantment
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Whenever you cast a spell that targets a creature you control, draw a card.
|
|
|
Season of Renewal
( 3)
Instant
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target enchantment card from your graveyard to your hand.
|
|
|
Season of the Witch
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life. At the beginning of the end step, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.
|
|
|
Seasoned Buttoneer
( 3)
Creature — Vedalken Employee
(2/2)
When Seasoned Buttoneer enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
|
|
|
Seasoned Consultant
( 2)
Creature — Human Detective
(1/3)
Whenever you attack with three or more creatures, Seasoned Consultant gets +2/+0 until end of turn.
|
|
|
Seasoned Dungeoneer
( 4)
Creature — Human Warrior
(3/4)
When Seasoned Dungeoneer enters, you take the initiative. Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
|
|
|
Seasoned Hallowblade
( 2)
Creature — Human Warrior
(3/1)
Discard a card: Tap Seasoned Hallowblade. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
|
|
|
Seasoned Marshal
( 4)
Creature — Human Soldier
(2/2)
Whenever Seasoned Marshal attacks, you may tap target creature.
|
|
|
Seasoned Pyromancer
( 3)
Creature — Human Shaman
(2/2)
When Seasoned Pyromancer enters, discard two cards, then draw two cards. For each nonland card discarded this way, create a 1/1 red Elemental creature token. , Exile Seasoned Pyromancer from your graveyard: Create two 1/1 red Elemental creature tokens.
|
|
|
Seasoned Tactician
( 3)
Creature — Human Advisor
(1/3)
, Exile the top four cards of your library: The next time a source of your choice would deal damage to you this turn, prevent that damage.
|
|
|
Seasoned Warrenguard
( 1)
Creature — Rabbit Warrior
(1/2)
Whenever Seasoned Warrenguard attacks while you control a token, Seasoned Warrenguard gets +2/+0 until end of turn.
|
|
|
Seasoned Weaponsmith (playtest)
( 3)
Creature — — Bird Warrior
(5/2)
Tasty (This creature can be attacked directly. If it is attacked, it can't block creatures that didn't attack it.)
|
|
|
Seasons Past
( 6)
Sorcery
Return any number of cards with different mana values from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library.
|
|
|
Seatower Imprisonment
( 4)
Enchantment — — Aura
Enchant creature or planeswalker you don't control When Seatower Imprisonment enters the battlefield, conjure a card named Soldiers of the Watch onto the battlefield. Enchanted permanent can't attack or block, and its activated abilities can't be activated.
|
|
|
Sekki, Seasons' Guide
( 8)
Legendary Creature — Spirit
(0/0)
Sekki, Seasons' Guide enters with eight +1/+1 counters on it. If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and create that many 1/1 colorless Spirit creature tokens. Sacrifice eight Spirits: Return Sekki from your graveyard to the battlefield.
|
|
|
Serpent of the Endless Sea
( 5)
Creature — Serpent
(*/*)
Serpent of the Endless Sea's power and toughness are each equal to the number of Islands you control. Serpent of the Endless Sea can't attack unless defending player controls an Island.
|
|
|
Soaring Seacliff
( 0)
Land
Soaring Seacliff enters tapped. When Soaring Seacliff enters, target creature gains flying until end of turn. : Add .
|
|
|
Soul Sear
( 3)
Instant
Soul Sear deals 5 damage to target creature or planeswalker. That permanent loses indestructible until end of turn.
|
|
|
Soul Search
( 2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If the card's mana value is 1 or less, create a 1/1 white and black Spirit creature token with flying.
|
|
|
Spectator Seating
( 0)
Land
Spectator Seating enters tapped unless you have two or more opponents. : Add or .
|
|
|
Spectral Searchlight
( 3)
Artifact
: Choose a player. That player adds one mana of any color they choose.
|
|
|
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.
|
|
|
Spreading Seas
( 2)
Enchantment — Aura
Enchant land When Spreading Seas enters, draw a card. Enchanted land is an Island.
|
|
|
Stalked Researcher
( 2)
Creature — Human Wizard
(3/3)
Defender Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Stalked Researcher can attack this turn as though it didn't have defender.
|
|
|
Svyelun of Sea and Sky
( 3)
Legendary Creature — Merfolk God
(3/4)
Svyelun of Sea and Sky has indestructible as long as you control at least two other Merfolk. Whenever Svyelun attacks, draw a card. Other Merfolk you control have ward . (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
|
|
|
Talas Researcher
( 5)
Creature — Human Pirate Wizard
(1/1)
: Draw a card. Activate only during your turn, before attackers are declared.
|
|
|
Tamiyo, Field Researcher
( 4)
Legendary Planeswalker — Tamiyo
(4)
+1: Choose up to two target creatures. Until your next turn, whenever either of those creatures deals combat damage, you draw a card. −2: Tap up to two target nonland permanents. They don't untap during their controller's next untap step. −7: Draw three cards. You get an emblem with "You may cast spells from your hand without paying their mana costs."
|
|
|
Tamiyo, Seasoned Scholar
( 0)
Legendary Planeswalker — Tamiyo
(2)
+2: Until your next turn, whenever a creature attacks you or a planeswalker you control, it gets -1/-0 until end of turn. −3: Return target instant or sorcery card from your graveyard to your hand. If it's a green card, add one mana of any color. −7: Draw cards equal to half the number of cards in your library, rounded up. You get an emblem with "You have no maximum hand size."
|
|
|
Tecutlan, the Searing Rift
( 0)
Legendary Land — Cave
(Transforms from Brass's Tunnel-Grinder.) : Add . Whenever you cast a permanent spell using mana produced by Tecutlan, the Searing Rift, discover X, where X is that spell's mana value.
|
|
|
Thassa, God of the Sea
( 3)
Legendary Enchantment Creature — God
(5/5)
Indestructible As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.) At the beginning of your upkeep, scry 1. : Target creature you control can't be blocked this turn.
|
|
|
The Sea Devils
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a 2/2 green Alien Salamander creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.) III — Until end of turn, whenever a Salamander deals combat damage to a player, it deals that much damage to target creature that player controls.
|
|
|
The Three Seasons
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. II — Return up to two target snow permanent cards from your graveyard to your hand. III — Choose three cards in each graveyard. Their owners shuffle those cards into their libraries.
|
|
|
Undersea Invader
( 6)
Creature — Giant Rogue
(5/6)
Flash (You may cast this spell any time you could cast an instant.) Undersea Invader enters tapped.
|
|
|
Unseal the Necropolis
( 3)
Instant
Each player mills three cards. Then you return up to two creature cards from your graveyard to your hand. (To mill three cards, a player puts the top three cards of their library into their graveyard.)
|
|
|
Vhal, Candlekeep Researcher
( 4)
Legendary Creature — Human Wizard
(2/3)
Vigilance : Add an amount of equal to Vhal, Candlekeep Researcher's toughness. This mana can't be spent to cast spells from your hand. Choose a Background (You can have a Background as a second commander.)
|
|
|
Voda Sea Scavenger
( 3)
Creature — Merfolk Rogue
(3/2)
Domain — When Voda Sea Scavenger enters, look at the top X cards of your library, where X is the number of basic land types among lands you control. You may put one of those cards on top of your library. Put the rest on the bottom of your library in a random order.
|
|
|