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Sultai Charm
( 3)
Instant
Choose one — • Destroy target monocolored creature. • Destroy target artifact or enchantment. • Draw two cards, then discard a card.
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Sultai Emissary
( 2)
Creature — Zombie Warrior
(1/1)
When Sultai Emissary dies, manifest the top card of your library. (Put that card 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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Sultai Flayer
( 4)
Creature — Snake Shaman
(3/4)
Whenever a creature you control with toughness 4 or greater dies, you gain 4 life.
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Sultai Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has deathtouch as long as you control a green or blue permanent. (Any amount of damage it deals to a creature is enough to destroy it.)
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Sultai Scavenger
( 6)
Creature — Bird Warrior
(3/3)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Flying
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Sultai Skullkeeper
( 2)
Creature — Snake Shaman
(2/1)
When Sultai Skullkeeper enters, mill two cards.
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Sultai Soothsayer
( 5)
Creature — Snake Shaman
(2/5)
When Sultai Soothsayer enters, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
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Sumala Rumblers
( 4)
Creature — Wurm
(*/4)
Sumala Rumblers's power is equal to the number of creatures you control. Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Sumala Sentry
( 2)
Creature — Elf Archer
(1/3)
Reach Whenever a face-down permanent you control is turned face up, put a +1/+1 counter on it and a +1/+1 counter on Sumala Sentry.
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Sumala Woodshaper
( 4)
Creature — Elf Druid
(2/1)
When Sumala Woodshaper enters, look at the top four cards of your library. You may reveal a creature or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Summary Judgment
( 2)
Instant
Summary Judgment deals 3 damage to target tapped creature. Addendum — If you cast this spell during your main phase, it deals 5 damage instead.
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Summer Bloom
( 2)
Sorcery
You may play up to three additional lands this turn.
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Summit Apes
( 4)
Creature — Ape
(5/2)
As long as you control a Mountain, Summit Apes has menace. (It can't be blocked except by two or more creatures.)
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Summon the Pack
( 8)
Sorcery
Open a sealed Magic booster pack, reveal the cards, and put all creature cards revealed this way onto the battlefield under your control. They're Zombies in addition to their other types. (Remove those cards from your deck before beginning a new game.)
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Summon the School
( 4)
Kindred Sorcery — Merfolk
Create two 1/1 blue Merfolk Wizard creature tokens. Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.
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Summon Undead
( 5)
Sorcery
You may mill three cards. Then return a creature card from your graveyard to the battlefield. (To mill a card, put the top card of your library into your graveyard.)
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Summoner's Bane
( 4)
Instant
Counter target creature spell. Create a 2/2 blue Illusion creature token.
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Summoner's Egg
( 4)
Artifact Creature — Egg
(0/4)
Imprint — When Summoner's Egg enters, you may exile a card from your hand face down. When Summoner's Egg dies, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control.
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Summoner's Pact
( 0)
Instant
Search your library for a green creature card, reveal it, put it into your hand, then shuffle. At the beginning of your next upkeep, pay . If you don't, you lose the game.
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Summoning Station
( 7)
Artifact
: Create a 2/2 colorless Pincher creature token. Whenever an artifact is put into a graveyard from the battlefield, you may untap Summoning Station.
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Summoning Trap
( 6)
Instant — Trap
If a creature spell you cast this turn was countered by a spell or ability an opponent controlled, you may pay rather than pay this spell's mana cost. Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.
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Summons of Saruman
( 2)
Sorcery
Amass Orcs X. Mill X cards. You may cast an instant or sorcery spell with mana value X or less from among them without paying its mana cost. (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.) Flashback—, Exile X cards from your graveyard.
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Sun Ce, Young Conquerer
( 5)
Legendary Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Sun Ce, Young Conquerer enters, you may return target creature to its owner's hand.
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Sun Clasp
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3. : Return enchanted creature to its owner's hand.
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Sun Droplet
( 2)
Artifact
Whenever you're dealt damage, put that many charge counters on Sun Droplet. At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.
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Sun Quan, Lord of Wu
( 6)
Legendary Creature — Human Soldier
(4/4)
Creatures you control have horsemanship. (They can't be blocked except by creatures with horsemanship.)
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Sun Sentinel
( 2)
Creature — Human Soldier
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Sun Titan
( 6)
Creature — Giant
(6/6)
Vigilance Whenever Sun Titan enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
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Sunbathing Rootwalla
( 2)
Creature — Lizard
(2/2)
Domain — : Until end of turn, Sunbathing Rootwalla gets +1/+1 for each basic land type among lands you control. Activate only once each turn.
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Sunbeam Spellbomb
( 1)
Artifact
, Sacrifice Sunbeam Spellbomb: You gain 5 life. , Sacrifice Sunbeam Spellbomb: Draw a card.
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Sunbird Effigy
( 0)
Artifact Creature — Bird Construct
(*/*)
Flying, vigilance, haste Sunbird Effigy's power and toughness are each equal to the number of colors among the exiled cards used to craft it. : For each color among the exiled cards used to craft Sunbird Effigy, add one mana of that color.
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Sunbird Standard
( 3)
Artifact
: Add one mana of any color. Craft with one or more (, Exile this artifact, Exile one or more other permanents you control and/or cards from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
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Sunbird's Invocation
( 6)
Enchantment
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
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Sunblade Angel
( 6)
Creature — Angel
(3/3)
Flying, first strike, vigilance, lifelink
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Sunblade Elf
( 1)
Creature — Elf Warrior
(1/1)
Sunblade Elf gets +1/+1 as long as you control a Plains. : Creatures you control get +1/+1 until end of turn.
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Sunblade Samurai
( 5)
Enchantment Creature — Human Samurai
(4/4)
Vigilance (Attacking doesn't cause this creature to tap.) Channel — , Discard Sunblade Samurai: Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. You gain 2 life.
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Sunblast Angel
( 6)
Creature — Angel
(4/5)
Flying When Sunblast Angel enters, destroy all tapped creatures.
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Sun-Blessed Healer
( 2)
Creature — Human Cleric
(3/1)
Kicker (You may pay an additional as you cast this spell.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, if it was kicked, return target nonland permanent card with mana value 2 or less from your graveyard to the battlefield.
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Sun-Blessed Mount
( 5)
Creature — Dinosaur
(4/4)
When Sun-Blessed Mount enters, you may search your library and/or graveyard for a card named Huatli, Dinosaur Knight, reveal it, then put it into your hand. If you searched your library this way, shuffle.
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Sunbond
( 4)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."
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Sunbringer's Touch
( 4)
Sorcery
Bolster X, where X is the number of cards in your hand. Each creature you control with a +1/+1 counter on it gains trample until end of turn. (To bolster X, choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
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Suncleanser
( 2)
Creature — Human Cleric
(1/4)
When Suncleanser enters, choose one — • Remove all counters from target creature. It can't have counters put on it for as long as Suncleanser remains on the battlefield. • Target opponent loses all counters. That player can't get counters for as long as Suncleanser remains on the battlefield.
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Sun-Collared Raptor
( 2)
Creature — Dinosaur
(1/2)
Trample : Sun-Collared Raptor gets +3/+0 until end of turn.
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Sun-Crested Pterodon
( 5)
Creature — Dinosaur
(2/5)
Flying Sun-Crested Pterodon has vigilance as long as you control another Dinosaur.
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Sun-Crowned Hunters
( 6)
Creature — Dinosaur
(5/4)
Enrage — Whenever Sun-Crowned Hunters is dealt damage, it deals 3 damage to target opponent or planeswalker.
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Suncrusher
( 9)
Artifact Creature — Construct
(3/3)
Sunburst (This enters with a +1/+1 counter on it for each color of mana spent to cast it.) , , Remove a +1/+1 counter from Suncrusher: Destroy target creature. , Remove a +1/+1 counter from Suncrusher: Return Suncrusher to its owner's hand.
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Sunder
( 5)
Instant
Return all lands to their owners' hands.
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Sunder Shaman
( 4)
Creature — Giant Shaman
(5/5)
Sunder Shaman can't be blocked by more than one creature. Whenever Sunder Shaman deals combat damage to a player, destroy target artifact or enchantment that player controls.
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Sunder the Gateway
( 2)
Sorcery
Choose one — • Destroy target nontoken artifact or enchantment an opponent controls. Incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.) • Incubate 2, then transform an Incubator token you control.
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Sundering Eruption
( 3)
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Creatures without flying can't block this turn.
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Sundering Fork
( 0)
Artifact — Contraption
Whenever you crank Sundering Fork, destroy target artifact.
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Sundering Growth
( 2)
Instant
Destroy target artifact or enchantment, then populate. (Create a token that's a copy of a creature token you control.)
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Sundering Stroke
( 7)
Sorcery
Sundering Stroke deals 7 damage divided as you choose among one, two, or three targets. If at least seven red mana was spent to cast this spell, instead Sundering Stroke deals 7 damage to each of those permanents and/or players.
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Sundering Titan
( 8)
Artifact Creature — Golem
(7/10)
When Sundering Titan enters or leaves the battlefield, choose a land of each basic land type, then destroy those lands.
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Sundering Vitae
( 3)
Instant
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.) Destroy target artifact or enchantment.
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Sundial of the Infinite
( 2)
Artifact
, : End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Sundown Pass
( 0)
Land
Sundown Pass enters tapped unless you control two or more other lands. : Add or .
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Sune's Intervention
( 6)
Instant
Choose one or more — • Create two 2/2 white Knight creature tokens. • Seek a nonland permanent card with mana value 3 or less. • Destroy target artifact. • Destroy target enchantment. • Target player gains 3 life.
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Sunfall
( 5)
Sorcery
Exile all creatures. Incubate X, where X is the number of creatures exiled this way. (Create an Incubator token with X +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Sunfire Balm
( 3)
Instant
Prevent the next 4 damage that would be dealt to any target this turn. Cycling (, Discard this card: Draw a card.) When you cycle Sunfire Balm, you may prevent the next 1 damage that would be dealt to any target this turn.
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Sunfire Torch
( 1)
Artifact — Equipment
Equipped creature gets +1/+0 and has "Whenever this creature attacks, you may sacrifice Sunfire Torch. When you do, this creature deals 2 damage to any target." Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Sunforger
( 3)
Artifact — Equipment
Equipped creature gets +4/+0. , Unattach Sunforger: Search your library for a red or white instant card with mana value 4 or less and cast that card without paying its mana cost. Then shuffle. Equip
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Sunfrill Imitator
( 3)
Creature — Dinosaur
(3/3)
Whenever Sunfrill Imitator attacks, you may have it become a copy of another target Dinosaur you control, except its name is Sunfrill Imitator and it has this ability.
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Sungold Barrage
( 3)
Instant
Destroy target creature with toughness 4 or greater.
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Sungold Sentinel
( 2)
Creature — Human Soldier
(3/2)
Whenever Sungold Sentinel enters or attacks, exile up to one target card from a graveyard. Coven — : Choose a color. Sungold Sentinel gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.
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Sungrace Pegasus
( 2)
Creature — Pegasus
(1/2)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Sunhome Enforcer
( 4)
Creature — Giant Soldier
(2/4)
Whenever Sunhome Enforcer deals combat damage, you gain that much life. : Sunhome Enforcer gets +1/+0 until end of turn.
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Sunhome Stalwart
( 2)
Creature — Human Soldier
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
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Sunimret (playtest)
( 6)
Sorcery
Reverse miracle (If this card is on the bottom of your library as you begin searching it, you may cast it by paying its reverse miracle cost.) Exile all creatures.
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Sunken Citadel
( 0)
Land — Cave
Sunken Citadel enters tapped. As it enters, choose a color. : Add one mana of the chosen color. : Add two mana of the chosen color. Spend this mana only to activate abilities of land sources.
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Sunken City
( 2)
Enchantment
At the beginning of your upkeep, sacrifice Sunken City unless you pay . Blue creatures get +1/+1.
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Sunken Field
( 2)
Enchantment — Aura
Enchant land Enchanted land has ": Counter target spell unless its controller pays ."
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Sunken Hollow
( 0)
Land — Island Swamp
(: Add or .) Sunken Hollow enters tapped unless you control two or more basic lands.
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Sunken Hope
( 5)
Enchantment
At the beginning of each player's upkeep, that player returns a creature they control to its owner's hand.
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Sunlance
( 1)
Sorcery
Sunlance deals 3 damage to target nonwhite creature.
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Sunlit Hoplite
( 2)
Creature — Human Soldier
(2/1)
During your turn, Sunlit Hoplite has first strike. Sunlit Hoplite gets +1/+0 as long as you control an Elspeth planeswalker.
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Sunlit Marsh
( 0)
Land — Plains Swamp
(: Add or .) Sunlit Marsh enters tapped.
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Sunmane Pegasus
( 4)
Creature — Pegasus
(2/3)
Flying : Sunmane Pegasus gains vigilance and lifelink until end of turn. (Attacking doesn't cause it to tap. Damage dealt by it also causes you to gain that much life.)
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Sunpetal Grove
( 0)
Land
Sunpetal Grove enters tapped unless you control a Forest or a Plains. : Add or .
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Sunrise Cavalier
( 3)
Creature — Human Knight
(3/3)
Trample, haste If it's neither day nor night, it becomes day as Sunrise Cavalier enters. Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.
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Sunrise Seeker
( 5)
Creature — Human Scout
(3/3)
Vigilance When Sunrise Seeker enters, 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 this creature, then put the card back or put it into your graveyard.)
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Sunrise Sovereign
( 6)
Creature — Giant Warrior
(5/5)
Other Giant creatures you control get +2/+2 and have trample.
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