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Sunscape Familiar
( 2)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Green spells and blue spells you cast cost less to cast.
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Sunscorch Regent
( 5)
Creature — Dragon
(4/3)
Flying Whenever an opponent casts a spell, put a +1/+1 counter on Sunscorch Regent and you gain 1 life.
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Sunscorched Desert
( 0)
Land — Desert
When Sunscorched Desert enters, it deals 1 damage to target player or planeswalker. : Add .
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Sunscour
( 7)
Sorcery
You may exile two white cards from your hand rather than pay this spell's mana cost. Destroy all creatures.
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Sunseed Nurturer
( 3)
Creature — Human Druid Wizard
(1/1)
At the beginning of your end step, if you control a creature with power 5 or greater, you may gain 2 life. : Add .
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Sunset Pyramid
( 2)
Artifact
Sunset Pyramid enters with three brick counters on it. , , Remove a brick counter from Sunset Pyramid: Draw a card. , : Scry 1.
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Sunset Revelry
( 2)
Sorcery
If an opponent has more life than you, you gain 4 life. If an opponent controls more creatures than you, create two 1/1 white Human creature tokens. If an opponent has more cards in hand than you, draw a card.
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Sunshot Militia
( 2)
Creature — Human Soldier
(1/3)
Tap two untapped artifacts and/or creatures you control: Sunshot Militia deals 1 damage to each opponent. Activate only as a sorcery.
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Sunshower Druid
( 1)
Creature — Frog Druid
(0/2)
When Sunshower Druid enters, put a +1/+1 counter on target creature and you gain 1 life.
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Sunspear Shikari
( 2)
Creature — Cat Soldier
(2/2)
As long as Sunspear Shikari is equipped, it has first strike and lifelink. (It deals combat damage before creatures without first strike. Damage dealt by it also causes you to gain that much life.)
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Sunspine Lynx
( 4)
Creature — Elemental Cat
(5/4)
Players can't gain life. Damage can't be prevented. When Sunspine Lynx enters, it deals damage to each player equal to the number of nonbasic lands that player controls.
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Sunspire Gatekeepers
( 4)
Creature — Human Soldier
(2/4)
When Sunspire Gatekeepers enters, if you control two or more Gates, create a 2/2 white Knight creature token with vigilance.
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Sunspring Expedition
( 1)
Enchantment
Landfall — Whenever a land enters under your control, you may put a quest counter on Sunspring Expedition. Remove three quest counters from Sunspring Expedition and sacrifice it: You gain 8 life.
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Sunstone
( 3)
Artifact
, Sacrifice a snow land: Prevent all combat damage that would be dealt this turn.
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Sunstreak Phoenix
( 4)
Creature — Phoenix
(4/2)
Flying If it's neither day nor night, it becomes day as Sunstreak Phoenix enters. Whenever day becomes night or night becomes day, you may pay . If you do, return Sunstreak Phoenix from your graveyard to the battlefield tapped.
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Sunstrike Legionnaire
( 2)
Creature — Human Soldier
(1/2)
Sunstrike Legionnaire doesn't untap during your untap step. Whenever another creature enters, untap Sunstrike Legionnaire. : Tap target creature with mana value 3 or less.
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Suntail Squadron
( 4)
Instant
Conjure a card named Suntail Hawk into your hand. If you have fewer than seven cards in hand, repeat this process.
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Suntouched Myr
( 3)
Artifact Creature — Myr
(0/0)
Sunburst (This enters with a +1/+1 counter on it for each color of mana spent to cast it.)
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Sunweb
( 4)
Creature — Wall
(5/6)
Defender (This creature can't attack.) Flying Sunweb can't block creatures with power 2 or less.
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Super Mutant Scavenger
( 5)
Creature — Mutant Warrior
(5/5)
Trample When Super Mutant Scavenger enters or dies, return up to one target Aura or Equipment card from your graveyard to your hand.
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Super Secret Tech
( 3)
Artifact
Premium spells cost less to cast. Premium creatures get +1/+1.
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Super-Duper Death Ray
( 3)
Instant
Trample (This spell can deal excess damage to its target's controller.) Super-Duper Death Ray deals 4 damage to target creature.
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Super-Duper Lost
( 5)
Instant
Put target creature into its owner's library just beneath the top X cards of that library, where X is the number of doors you can see from your seat.
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Superior Numbers
( 2)
Sorcery
Superior Numbers deals damage to target creature equal to the number of creatures you control in excess of the number of creatures target opponent controls.
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Supernatural Rescue
( 4)
Enchantment — Aura
This spell has flash as long as you control a Spirit. When you cast this spell, tap up to two target creatures you don't control. Enchant creature you control Enchanted creature gets +1/+2.
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Supernatural Stamina
( 1)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
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Supersize
( 2)
Instant
Target creature gets +3½/+3½ until end of turn.
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Supplant Form
( 6)
Instant
Return target creature to its owner's hand. You create a token that's a copy of that creature.
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Supply Caravan
( 5)
Creature — Camel
(3/5)
When Supply Caravan enters, if you control a tapped creature, create a 1/1 white Warrior creature token with vigilance.
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Supply Drop
( 3)
Artifact
Flash When Supply Drop enters, target creature you control gets +2/+2 until end of turn. , , Sacrifice Supply Drop: Draw a card.
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Supply Runners
( 5)
Creature — Dog
(2/2)
When Supply Runners enters, put a +1/+1 counter on each other creature you control.
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Supply-Line Cranes
( 5)
Creature — Bird
(2/4)
Flying When Supply-Line Cranes enters, put a +1/+1 counter on target creature.
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Suppress
( 3)
Sorcery
Target player exiles all cards from their hand face down. At the beginning of the end step of that player's next turn, that player returns those cards to their hand.
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Suppression Bonds
( 4)
Enchantment — Aura
Enchant nonland permanent Enchanted permanent can't attack or block, and its activated abilities can't be activated.
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Suppression Field
( 2)
Enchantment
Activated abilities cost more to activate unless they're mana abilities.
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Suppression Ray
( 5)
Sorcery
Tap all creatures target player controls. You may pay any amount of . If you do, choose up to that many creatures tapped this way. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Suppressor Skyguard
( 4)
Creature — Human Knight
(2/4)
Flying Whenever a player attacks you, if that player has another opponent who isn't being attacked, prevent all combat damage that would be dealt to you this combat.
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Supreme Exemplar
( 7)
Creature — Elemental
(10/10)
Flying Champion an Elemental (When this enters, sacrifice it unless you exile another Elemental you control. When this leaves the battlefield, that card returns to the battlefield.)
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Supreme Inquisitor
( 5)
Creature — Human Wizard
(1/3)
Tap five untapped Wizards you control: Search target player's library for up to five cards and exile them. Then that player shuffles.
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Supreme Phantom
( 2)
Creature — Spirit
(1/3)
Flying Other Spirits you control get +1/+1.
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Supreme Verdict
( 4)
Sorcery
This spell can't be countered. Destroy all creatures.
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Supreme Will
( 3)
Instant
Choose one — • Counter target spell unless its controller pays . • Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Suq'Ata Assassin
( 3)
Creature — Human Assassin
(1/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Suq'Ata Assassin attacks and isn't blocked, defending player gets a poison counter. <I>(A player with ten or more poison counters loses the game.)</I>
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Suq'Ata Firewalker
( 3)
Creature — Human Wizard
(0/1)
Suq'Ata Firewalker can't be the target of red spells or abilities from red sources. : Suq'Ata Firewalker deals 1 damage to any target.
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Suq'Ata Lancer
( 3)
Creature — Human Knight
(2/2)
Haste Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
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Sure Strike
( 2)
Instant
Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
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Sure-Footed Infiltrator
( 4)
Creature — Merfolk Rogue
(2/3)
Tap another untapped Rogue you control: Sure-Footed Infiltrator can't be blocked this turn. Whenever Sure-Footed Infiltrator deals combat damage to a player, draw a card.
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Surestrike Trident
( 2)
Artifact — Equipment
Equipped creature has first strike and ", Unattach Surestrike Trident: This creature deals damage equal to its power to target player or planeswalker." Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
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Surge Engine
( 2)
Artifact Creature — Construct
(3/2)
Defender : Surge Engine loses defender and gains "This creature can't be blocked." : Surge Engine becomes blue and has base power and toughness 5/4. Activate only if Surge Engine doesn't have defender. : Draw three cards. Activate only if Surge Engine is blue and only once.
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Surge Mare
( 2)
Creature — Horse Fish
(0/5)
Surge Mare can't be blocked by green creatures. Whenever Surge Mare deals damage to an opponent, you may draw a card. If you do, discard a card. : Surge Mare gets +2/-2 until end of turn.
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Surge Node
( 1)
Artifact
Surge Node enters with six charge counters on it. , , Remove a charge counter from Surge Node: Put a charge counter on target artifact.
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Surge of Brilliance
( 2)
Instant
Paradox — Draw a card for each spell you've cast this turn from anywhere other than your hand. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Surge of Righteousness
( 2)
Instant
Destroy target black or red creature that's attacking or blocking. You gain 2 life.
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Surge of Salvation
( 1)
Instant
You and permanents you control gain hexproof until end of turn. Prevent all damage that black and/or red sources would deal to creatures you control this turn.
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Surge of Strength
( 2)
Instant
As an additional cost to cast this spell, discard a red or green card. Target creature gains trample and gets +X/+0 until end of turn, where X is that creature's mana value.
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Surge of Thoughtweft
( 2)
Kindred Instant — Kithkin
Creatures you control get +1/+1 until end of turn. If you control a Kithkin, draw a card.
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Surge of Zeal
( 1)
Instant
Radiance — Target creature and each other creature that shares a color with it gain haste until end of turn.
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Surge to Victory
( 6)
Sorcery
Exile target instant or sorcery card from your graveyard. Creatures you control get +X/+0 until end of turn, where X is that card's mana value. Whenever a creature you control deals combat damage to a player this turn, copy the exiled card. You may cast the copy without paying its mana cost.
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Surgehacker Mech
( 4)
Artifact — Vehicle
(5/5)
Menace When Surgehacker Mech enters, it deals damage equal to twice the number of Vehicles you control to target creature or planeswalker an opponent controls. Crew 4
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Surgical Extraction
( 1)
Instant
( can be paid with either or 2 life.) Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.
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Surgical Skullbomb
( 1)
Artifact
, Sacrifice Surgical Skullbomb: Draw a card. , Sacrifice Surgical Skullbomb: Return target creature to its owner's hand. Draw a card. Activate only as a sorcery.
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Surgical Suite // Hospital Room (Surgical Suite)
( 2)
Enchantment — Room
When you unlock this door, return target creature card with mana value 3 or less from your graveyard to the battlefield. (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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Surging Æther (Surging Aether)
( 4)
Instant
Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs. Put the rest on the bottom of your library.) Return target permanent to its owner's hand.
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Surging Dementia
( 2)
Sorcery
Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs. Put the rest on the bottom of your library.) Target player discards a card.
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Surging Flame
( 2)
Instant
Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs. Put the rest on the bottom of your library.) Surging Flame deals 2 damage to any target.
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Surging Might
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs. Put the rest on the bottom of your library.)
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Surging Sentinels
( 3)
Creature — Human Soldier
(2/1)
First strike Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs. Put the rest on the bottom of your library.)
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Surly Badgersaur
( 4)
Creature — Badger Dinosaur
(3/3)
Whenever you discard a creature card, put a +1/+1 counter on Surly Badgersaur. Whenever you discard a land card, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Whenever you discard a noncreature, nonland card, Surly Badgersaur fights up to one target creature you don't control.
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Surprise Deployment
( 4)
Instant
Cast this spell only during combat. You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand. (Return it only if it's on the battlefield.)
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Surprise Party
( 3)
Enchantment
When Surprise Party enters, yell "Surprise" and put onto the battlefield any number of printed Clown Robot tokens that aren't touching each other, that you hid on the battlefield before you cast Surprise Party, and that weren't spotted by an opponent before you cast Surprise Party. Robots you control get +1/+0 and have vigilance.
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Surrak and Goreclaw
( 6)
Legendary Creature — Human Bear
(6/5)
Trample Other creatures you control have trample. Whenever another nontoken creature you control enters, put a +1/+1 counter on it. It gains haste until end of turn.
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Surrak Dragonclaw
( 5)
Legendary Creature — Human Warrior
(6/6)
Flash This spell can't be countered. Creature spells you control can't be countered. Other creatures you control have trample.
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Surrak, the Hunt Caller
( 4)
Legendary Creature — Human Warrior
(5/4)
At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn. (It can attack and no matter when it came under your control.)
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Surrakar Banisher
( 5)
Creature — Surrakar
(3/3)
When Surrakar Banisher enters, you may return target tapped creature to its owner's hand.
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Surrakar Marauder
( 2)
Creature — Surrakar
(2/1)
Landfall — Whenever a land you control enters, Surrakar Marauder 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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Surrakar Spellblade
( 3)
Creature — Surrakar
(2/1)
Whenever you cast an instant or sorcery spell, you may put a charge counter on Surrakar Spellblade. Whenever Surrakar Spellblade deals combat damage to a player, you may draw X cards, where X is the number of charge counters on it.
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Surreal Memoir
( 4)
Sorcery
Return an instant card at random from your graveyard to your hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Surrounded by Orcs
( 4)
Sorcery
Amass Orcs 3, then target player mills X cards, where X is the amassed Army's power. (To amass Orcs 3, put three +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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Surtland Elementalist
( 7)
Creature — Giant Wizard
(8/8)
As an additional cost to cast this spell, reveal a Giant card from your hand or pay . Whenever Surtland Elementalist attacks, you may cast an instant or sorcery spell from your hand without paying its mana cost.
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Surtland Flinger
( 5)
Creature — Giant Berserker
(4/6)
Whenever Surtland Flinger attacks, you may sacrifice another creature. When you do, Surtland Flinger deals damage equal to the sacrificed creature's power to any target. If the sacrificed creature was a Giant, Surtland Flinger deals twice that much damage instead.
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Surtr, Fiery Jötun
( 5)
Legendary Creature — Giant God Warrior
(5/5)
Trample (This creature can deal excess combat damage to the player it's attacking.) Whenever you cast a historic spell, Surtr, Fiery Jötun deals 3 damage to any target. (Artifacts, legendaries, and Sagas are historic.)
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Surveillance Monitor
( 4)
Creature — Vedalken Detective
(3/3)
When Surveillance Monitor enters, you may collect evidence 4. (Exile cards with total mana value 4 or greater from your graveyard.) Whenever you collect evidence, create a 1/1 colorless Thopter artifact creature token with flying.
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Surveilling Sprite
( 2)
Creature — Faerie Rogue
(1/1)
Flying When Surveilling Sprite dies, you may draw a card.
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Surveyor's Scope
( 2)
Artifact
, Exile Surveyor's Scope: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle.
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Survival Cache
( 3)
Sorcery
You gain 2 life. Then if you have more life than an opponent, draw a card. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Survival of the Fittest
( 2)
Enchantment
, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
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Struggle // Survive (Survive)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Each player shuffles their graveyard into their library.
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Survive the Night
( 3)
Instant
Target creature gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Survivor of Korlis
( 1)
Creature — Human Soldier
(1/1)
First strike , Exile Survivor of Korlis from your graveyard: Scry 2.
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Survivor of the Unseen
( 3)
Creature — Human Wizard
(2/1)
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) : Draw two cards, then put a card from your hand on top of your library.
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