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Ajani's Sunstriker
( 2)
Creature — Cat Cleric
(2/2)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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All Suns' Dawn
( 5)
Sorcery
For each color, return up to one target card of that color from your graveyard to your hand. Exile All Suns' Dawn.
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Approach of the Second Sun
( 7)
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
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Archon of Sun's Grace
( 4)
Creature — Archon
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Pegasus creatures you control have lifelink. Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
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Attentive Sunscribe
( 2)
Artifact Creature — Gnome
(2/2)
Whenever Attentive Sunscribe becomes tapped, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Auriok Sunchaser
( 2)
Creature — Human Soldier
(1/1)
Metalcraft — As long as you control three or more artifacts, Auriok Sunchaser gets +2/+2 and has flying.
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Aven Sunstriker
( 3)
Creature — Bird Warrior
(1/1)
Flying Double strike (This creature deals both first-strike and regular combat damage.) 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.)
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Black Sun's Twilight
( 1)
Instant
Up to one target creature gets -X/-X until end of turn. If X is 5 or more, return a creature card with mana value X or less from your graveyard to the battlefield tapped.
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Black Sun's Zenith
( 2)
Sorcery
Put X -1/-1 counters on each creature. Shuffle Black Sun's Zenith into its owner's library.
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Blazing Sunsteel
( 2)
Artifact — Equipment
Equipped creature gets +1/+0 for each opponent you have. Whenever equipped creature is dealt damage, it deals that much damage to any target. Equip
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Blood Sun
( 3)
Enchantment
When Blood Sun enters, draw a card. All lands lose all abilities except mana abilities.
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Blue Sun's Twilight
( 2)
Sorcery
Gain control of target creature with mana value X or less. If X is 5 or more, create a token that's a copy of that creature.
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Blue Sun's Zenith
( 3)
Instant
Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.
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Break Asunder
( 4)
Sorcery
Destroy target artifact or enchantment. Cycling (, Discard this card: Draw a card.)
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Burning Sun Cavalry
( 2)
Creature — Human Knight
(2/2)
Whenever Burning Sun Cavalry attacks or blocks while you control a Dinosaur, Burning Sun Cavalry gets +1/+1 until end of turn.
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Burning Sun's Avatar
( 6)
Creature — Dinosaur Avatar
(6/6)
When Burning Sun's Avatar enters, it deals 3 damage to target opponent or planeswalker and 3 damage to up to one target creature.
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Burning Sun's Fury
( 2)
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.) Up to two target creatures each get +2/+0 and gain haste until end of turn.
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Caged Sun
( 6)
Artifact
As Caged Sun enters, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.
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Caparocti Sunborn
( 4)
Legendary Creature — Human Soldier
(4/4)
Whenever Caparocti Sunborn attacks, you may tap two untapped artifacts and/or creatures you control. If you do, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Captured Sunlight
( 4)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) You gain 4 life.
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Chariot of the Sun
( 3)
Artifact
, : Until end of turn, target creature you control gains flying and has base toughness 1.
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Chimil, the Inner Sun
( 6)
Legendary Artifact
Spells you control can't be countered. At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Crested Sunmare
( 5)
Creature — Horse
(5/5)
Other Horses you control have indestructible. At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token.
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Culling Sun
( 5)
Sorcery
Destroy each creature with mana value 3 or less.
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Curator of Sun's Creation
( 4)
Creature — Human Artificer
(3/3)
Whenever you discover, discover again for the same value. This ability triggers only once each turn.
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Daxos, Blessed by the Sun
( 2)
Legendary Enchantment Creature — Demigod
(2/*)
Daxos's toughness is equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.) Whenever another creature you control enters or dies, you gain 1 life.
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Dead Before Sunrise
( 4)
Instant
Until end of turn, outlaw creatures you control get +1/+0 and gain ": This creature deals damage equal to its power to target creature." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
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Disciple of the Sun
( 5)
Creature — Human Cleric
(3/3)
Lifelink When Disciple of the Sun enters, return target permanent card with mana value 3 or less from your graveyard to your hand.
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Elspeth, Sun's Champion
( 6)
Legendary Planeswalker — Elspeth
(4)
+1: Create three 1/1 white Soldier creature tokens. −3: Destroy all creatures with power 4 or greater. −7: You get an emblem with "Creatures you control get +2/+2 and have flying."
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Elspeth, Sun's Nemesis
( 4)
Legendary Planeswalker — Elspeth
(5)
−1: Up to two target creatures you control each get +2/+1 until end of turn. −2: Create two 1/1 white Human Soldier creature tokens. −3: You gain 5 life. Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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Emissary of Sunrise
( 3)
Creature — Human Cleric
(2/1)
First strike When Emissary of Sunrise 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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Firesong and Sunspeaker
( 6)
Legendary Creature — Minotaur Cleric
(4/6)
Red instant and sorcery spells you control have lifelink. Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
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Form of the Approach of the Second Sun
( 5)
Enchantment
When this enchantment enters, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head. When you draw yourself, you win the game. When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
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Gishath, Sun's Avatar
( 8)
Legendary Creature — Dinosaur Avatar
(7/6)
Vigilance, trample, haste Whenever Gishath, Sun's Avatar deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order.
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Glimpse the Sun God
( 1)
Instant
Tap X target creatures. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Glissa Sunseeker
( 4)
Legendary Creature — Elf Warrior
(3/2)
First strike : Destroy target artifact if its mana value is equal to the amount of unspent mana you have.
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Glissa Sunslayer
( 3)
Legendary Creature — Phyrexian Zombie Elf
(3/3)
First strike, deathtouch Whenever Glissa Sunslayer deals combat damage to a player, choose one — • You draw a card and you lose 1 life. • Destroy target enchantment. • Remove up to three counters from target permanent.
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Glorious Sunrise
( 5)
Enchantment
At the beginning of combat on your turn, choose one — • Creatures you control get +1/+1 and gain trample until end of turn. • Target land gains ": Add " until end of turn. • Draw a card if you control a creature with power 3 or greater. • You gain 3 life.
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Grappling Sundew
( 2)
Creature — Plant
(0/4)
Defender, reach : Grappling Sundew gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy this creature.)
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Green Sun's Twilight
( 1)
Sorcery
Reveal the top X plus one cards of your library. Choose a creature card and/or a land card from among them. Put those cards into your hand and the rest on the bottom of your library in a random order. If X is 5 or more, instead put the chosen cards onto the battlefield or into your hand and the rest on the bottom of your library in a random order.
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Green Sun's Zenith
( 1)
Sorcery
Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.
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Heliod, God of the Sun
( 4)
Legendary Enchantment Creature — God
(5/6)
Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.) Other creatures you control have vigilance. : Create a 2/1 white Cleric enchantment creature token.
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Heliod, Sun-Crowned
( 3)
Legendary Enchantment Creature — God
(5/5)
Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control. : Another target creature gains lifelink until end of turn.
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Herald of the Sun
( 6)
Creature — Angel
(4/4)
Flying : Put a +1/+1 counter on another target creature with flying.
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Huatli, the Sun's Heart
( 3)
Legendary Planeswalker — Huatli
(7)
Each creature you control assigns combat damage equal to its toughness rather than its power. −3: You gain life equal to the greatest toughness among creatures you control.
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Impetuous Sunchaser
( 2)
Creature — Human Soldier
(1/1)
Flying, haste Impetuous Sunchaser attacks each combat if able.
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Inti, Seneschal of the Sun
( 2)
Legendary Creature — Human Knight
(2/2)
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
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Itlimoc, Cradle of the Sun
( 0)
Legendary Land
(Transforms from Growing Rites of Itlimoc.) : Add . : Add for each creature you control.
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Karn's Temporal Sundering
( 6)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.) Target player takes an extra turn after this one. Return up to one target nonland permanent to its owner's hand. Exile Karn's Temporal Sundering.
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Keleth, Sunmane Familiar
( 2)
Legendary Creature — Horse
(1/1)
Whenever a commander you control attacks, put a +1/+1 counter on it. Partner (You can have two commanders if both have partner.)
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Kinjalli's Sunwing
( 3)
Creature — Dinosaur
(2/3)
Flying Creatures your opponents control enter tapped.
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Kitsune Ace
( 2)
Creature — Fox Pilot
(2/2)
Whenever a Vehicle you control attacks, choose one — • That Vehicle gains first strike until end of turn. • Untap Kitsune Ace.
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Kitsune Blademaster
( 3)
Creature — Fox Samurai
(2/2)
First strike Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Kitsune Bonesetter
( 3)
Creature — Fox Cleric
(0/1)
: Prevent the next 3 damage that would be dealt to target creature this turn. Activate only if you have more cards in hand than each opponent.
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Kitsune Dawnblade
( 5)
Creature — Fox Samurai
(2/3)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) When Kitsune Dawnblade enters, you may tap target creature.
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Kitsune Healer
( 4)
Creature — Fox Cleric
(2/2)
: Prevent the next 1 damage that would be dealt to any target this turn. : Prevent all damage that would be dealt to target legendary creature this turn.
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Kitsune Loreweaver
( 2)
Creature — Fox Cleric
(2/1)
: Kitsune Loreweaver gets +0/+X until end of turn, where X is the number of cards in your hand.
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Kitsune Mystic
( 4)
Creature — Fox Wizard
(2/3)
At the beginning of the end step, if Kitsune Mystic is enchanted by two or more Auras, flip it.
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Kitsune Palliator
( 3)
Creature — Fox Cleric
(0/2)
: Prevent the next 1 damage that would be dealt to each creature and each player this turn.
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Kitsune Riftwalker
( 3)
Creature — Fox Wizard
(2/1)
Protection from Spirits and from Arcane
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Lady Sun
( 3)
Legendary Creature — Human Advisor
(1/1)
: Return Lady Sun and another target creature to their owners' hands. Activate only during your turn, before attackers are declared.
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Living Tsunami
( 4)
Creature — Elemental
(4/4)
Flying At the beginning of your upkeep, sacrifice Living Tsunami unless you return a land you control to its owner's hand.
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Misunderstood Trapeze Elf
( 0)
Stickers
2 — Whenever you cast a spell, this creature gets +X/+X until end of turn, where X is the amount of generic mana in that spell's mana cost. 3 — Hexproof 2 — 4/2 4 — 6/6
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Neyali, Suns' Vanguard
( 4)
Legendary Creature — Human Rebel
(3/3)
Attacking tokens you control have double strike. Whenever one or more tokens you control attack a player, exile the top card of your library. During any turn you attacked with a token, you may play that card.
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Omen of the Sun
( 3)
Enchantment
Flash When Omen of the Sun enters, create two 1/1 white Human Soldier creature tokens and you gain 2 life. , Sacrifice Omen of the Sun: Scry 2.
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Oreskos Sun Guide
( 2)
Creature — Cat Monk
(2/2)
Inspired — Whenever Oreskos Sun Guide becomes untapped, you gain 2 life.
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Otharri, Suns' Glory
( 5)
Legendary Creature — Phoenix
(3/3)
Flying, lifelink, haste Whenever Otharri, Suns' Glory attacks, you get an experience counter. Then create a 2/2 red Rebel creature token that's tapped and attacking for each experience counter you have. , Tap an untapped Rebel you control: Return Otharri from your graveyard to the battlefield tapped.
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Pantlaza, Sun-Favored
( 5)
Legendary Creature — Dinosaur
(4/4)
Whenever Pantlaza, Sun-Favored or another Dinosaur you control enters, you may discover X, where X is that creature's toughness. Do this only once each turn. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Patron of the Kitsune
( 6)
Legendary Creature — Spirit
(5/6)
Fox offering (You may cast this spell any time you could cast an instant by sacrificing a Fox and paying the difference in mana costs between this and the sacrificed Fox. Mana cost includes color.) Whenever a creature attacks, you may gain 1 life.
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Pious Kitsune
( 3)
Creature — Fox Cleric
(1/2)
At the beginning of your upkeep, put a devotion counter on Pious Kitsune. Then if a creature named Eight-and-a-Half-Tails is on the battlefield, you gain 1 life for each devotion counter on Pious Kitsune. , Remove a devotion counter from Pious Kitsune: You gain 1 life.
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Priest of the Wakening Sun
( 1)
Creature — Human Cleric
(1/1)
At the beginning of your upkeep, you may reveal a Dinosaur card from your hand. If you do, you gain 2 life. , Sacrifice Priest of the Wakening Sun: Search your library for a Dinosaur card, reveal it, put it into your hand, then shuffle.
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Red Sun's Twilight
( 2)
Sorcery
Destroy up to X target artifacts. If X is 5 or more, for each artifact destroyed this way, create a token that's a copy of it. Those tokens gain haste. Exile them at the beginning of the next end step.
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Red Sun's Zenith
( 1)
Sorcery
Red Sun's Zenith deals X damage to any target. If a creature dealt damage this way would die this turn, exile it instead. Shuffle Red Sun's Zenith into its owner's library.
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Sanctum of the Sun
( 0)
Legendary Land
(Transforms from Azor's Gateway.) : Add X mana of any one color, where X is your life total.
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Sculpted Sunburst
( 5)
Sorcery
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
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Second Sunrise
( 3)
Instant
Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
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Seeker of Sunlight
( 1)
Creature — Merfolk Scout
(1/1)
: Seeker of Sunlight explores. Activate only as a sorcery. (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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Seer's Sundial
( 4)
Artifact
Landfall — Whenever a land you control enters, you may pay . If you do, draw a card.
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Seraph of the Suns
( 7)
Creature — Angel
(4/4)
Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Serene Sunset
( 1)
Instant
Prevent all combat damage X target creatures would deal this turn.
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Shadow of the Second Sun
( 6)
Enchantment — Aura
Enchant player At the beginning of each of enchanted player's postcombat main phases, there is an additional beginning phase after this phase. (The end step happens after the added untap, upkeep, and draw steps.)
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Sphere of the Suns
( 2)
Artifact
Sphere of the Suns enters tapped and with three charge counters on it. , Remove a charge counter from Sphere of the Suns: Add one mana of any color.
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Sphinx of the Second Sun
( 8)
Creature — Sphinx
(6/6)
Flying At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
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Staff of the Sun Magus
( 3)
Artifact
Whenever you cast a white spell or a Plains you control enters, you gain 1 life.
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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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