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Standard Bearer
( 2)
Creature — Human Flagbearer
(1/1)
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
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Standard Procedure
( 0)
Instant
, Reveal Standard Procedure from your hand: Choose an instant or sorcery card with mana value 3 or less currently legal in the Standard format. Standard Procedure becomes that card until end of turn.
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Standardize
( 2)
Instant
Choose a creature type other than Wall. Each creature becomes that type until end of turn.
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Standing Army
( 4)
Creature — Human Soldier
(2/4)
As long as you're standing, Standing Army has vigilance.
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Standstill
( 2)
Enchantment
When a player casts a spell, sacrifice Standstill. If you do, each of that player's opponents draws three cards.
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Stangg
( 6)
Legendary Creature — Human Warrior
(3/4)
When Stangg enters, create Stangg Twin, a legendary 3/4 red and green Human Warrior creature token. Exile that token when Stangg leaves the battlefield. Sacrifice Stangg when that token leaves the battlefield.
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Stangg, Echo Warrior
( 4)
Legendary Creature — Human Warrior
(3/4)
Whenever Stangg, Echo Warrior attacks, create Stangg Twin, a legendary 3/4 red and green Human Warrior creature token. It enters tapped and attacking. For each Aura and Equipment attached to Stangg, create a token that's a copy of it attached to Stangg Twin. Sacrifice all tokens created this way at the beginning of the next end step.
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Star Athlete
( 3)
Creature — Human Warrior
(3/2)
Menace Whenever Star Athlete attacks, choose up to one target nonland permanent. Its controller may sacrifice it. If they don't, Star Athlete deals 5 damage to that player. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Star Charter
( 4)
Creature — Bat Cleric
(3/1)
Flying At the beginning of your end step, if you gained or lost life this turn, look at the top four cards of your library. You may reveal a creature card with power 3 or less 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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Star Compass
( 2)
Artifact
Star Compass enters tapped. : Add one mana of any color that a basic land you control could produce.
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Star of Extinction
( 7)
Sorcery
Destroy target land. Star of Extinction deals 20 damage to each creature and each planeswalker.
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Star Pupil
( 1)
Creature — Human Wizard
(0/0)
Star Pupil enters with a +1/+1 counter on it. When Star Pupil dies, put its counters on target creature you control.
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Star-Crowned Stag
( 4)
Creature — Elk
(3/3)
Whenever Star-Crowned Stag attacks, tap target creature defending player controls.
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Starfall
( 5)
Instant
Starfall deals 3 damage to target creature. If that creature is an enchantment, Starfall deals 3 damage to that creature's controller.
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Starfall Invocation
( 5)
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
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Starfield Mystic
( 2)
Creature — Human Cleric
(2/2)
Enchantment spells you cast cost less to cast. Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Starfield Mystic.
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Starfield of Nyx
( 5)
Enchantment
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield. As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
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Starforged Sword
( 4)
Artifact — Equipment
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create a tapped 1/1 blue Fish creature token.) When Starforged Sword enters, if the gift was promised, attach Starforged Sword to target creature you control. Equipped creature gets +3/+3 and loses flying. Equip
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Stargaze
( 2)
Sorcery
Look at twice X cards from the top of your library. Put X cards from among them into your hand and the rest into your graveyard. You lose X life.
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Starke of Rath
( 3)
Legendary Creature — Human Rogue
(2/2)
: Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath. <I>(This effect lasts indefinitely.)</I>
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Starlight
( 2)
Sorcery
You gain 3 life for each black creature target opponent controls.
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Starlight Snare
( 3)
Enchantment — Aura
Enchant creature When Starlight Snare enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Starlight Spectacular
( 4)
Enchantment
Parade — At the beginning of combat on your turn, choose creatures you control one at a time until each creature you control has been chosen. Each of those creatures gets +1/+1 until end of turn for each creature chosen before it. (Places everyone The first creature in line gets +0/+0.)
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Starlit Mantle
( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature you control When Starlit Mantle enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+1.
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Starlit Soothsayer
( 3)
Creature — Bat Cleric
(2/2)
Flying At the beginning of your end step, if you gained or lost life this turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Starnheim Aspirant
( 3)
Creature — Human Cleric
(2/2)
Angel spells you cast cost less to cast.
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Starnheim Courser
( 3)
Creature — Pegasus
(2/2)
Flying Artifact and enchantment spells you cast cost less to cast.
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Starscape Cleric
( 2)
Creature — Bat Cleric
(2/1)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Flying This creature can't block. Whenever you gain life, each opponent loses 1 life.
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Starscream, Power Hungry
( 4)
Legendary Artifact Creature — Robot
(2/3)
More Than Meets the Eye (You may cast this card converted for .) Flying Whenever you draw a card, if you're the monarch, target opponent loses 2 life. Whenever one or more creatures deal combat damage to you, convert Starscream.
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Starscream, Seeker Leader
( 0)
Legendary Artifact — Vehicle
(2/3)
Living metal (During your turn, this Vehicle is also a creature.) Flying, menace, haste Whenever Starscream deals combat damage to a player, if there is no monarch, that player becomes the monarch. Whenever you become the monarch, convert Starscream.
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Starseer Mentor
( 5)
Creature — Bat Warlock
(3/5)
Flying, vigilance At the beginning of your end step, if you gained or lost life this turn, target opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
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Starstorm
( 2)
Instant
Starstorm deals X damage to each creature. Cycling (, Discard this card: Draw a card.)
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Start from Scratch
( 3)
Sorcery — Lesson
Choose one — • Start from Scratch deals 1 damage to any target. • Destroy target artifact.
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Start the TARDIS
( 2)
Sorcery
Surveil 2, then draw a card. You may planeswalk. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Start Your Engines
( 4)
Sorcery
Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
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Start//Fire (playtest)
( 3)
Instant
Create two 1/1 white Warrior creature tokens with vigilance. // Fire Instant Fire deals 2 damage divided as you choose among one or two targets.
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Startle
( 2)
Instant
Target creature gets -2/-0 until end of turn. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) Draw a card.
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Startled Awake
( 4)
Sorcery
Target opponent mills thirteen cards. : Put Startled Awake from your graveyard onto the battlefield transformed. Activate only as a sorcery.
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Startling Development
( 2)
Instant
Until end of turn, target creature becomes a blue Serpent with base power and toughness 4/4. Cycling (, Discard this card: Draw a card.)
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Starved Rusalka
( 1)
Creature — Spirit
(1/1)
, Sacrifice a creature: You gain 1 life.
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Starving Revenant
( 4)
Creature — Spirit Horror
(4/4)
When Starving Revenant enters, surveil 2. Then for each card you put on top of your library, you draw a card and you lose 3 life. Descend 8 — Whenever you draw a card, if there are eight or more permanent cards in your graveyard, target opponent loses 1 life and you gain 1 life.
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Stasis
( 2)
Enchantment
Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay .
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Stasis Cell
( 5)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. : Attach Stasis Cell to target creature.
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Stasis Cocoon
( 2)
Enchantment — Aura
Enchant artifact Enchanted artifact can't attack or block, and its activated abilities can't be activated.
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Stasis Field
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has base power and toughness 0/2, has defender, and loses all other abilities.
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Stasis Snare
( 3)
Enchantment
Flash (You may cast this spell any time you could cast an instant.) When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield.
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Statecraft
( 4)
Enchantment
Prevent all combat damage that would be dealt to and dealt by creatures you control.
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Static Discharge
( 2)
Sorcery
Static Discharge deals X damage to any target, where X is 3 plus the number of charge counters on Static Discharge. Then put a perpetual charge counter on this card and each card named Static Discharge in your hand, library, and graveyard.
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Static Net
( 4)
Enchantment
When Static Net enters, exile target nonland permanent an opponent controls until Static Net leaves the battlefield. When Static Net enters, you gain 2 life and create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Static Orb
( 3)
Artifact
As long as Static Orb is untapped, players can't untap more than two permanents during their untap steps.
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Static Prison
( 1)
Enchantment
When Static Prison enters, exile target nonland permanent an opponent controls until Static Prison leaves the battlefield. You get (two energy counters). At the beginning of your first main phase, sacrifice Static Prison unless you pay .
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Statute of Denial
( 4)
Instant
Counter target spell. If you control a blue creature, draw a card, then discard a card.
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Staunch Crewmate
( 2)
Creature — Human Pirate
(2/1)
When Staunch Crewmate enters, look at the top four cards of your library. You may reveal an artifact or Pirate 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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Staunch Defenders
( 5)
Creature — Human Soldier
(3/4)
When Staunch Defenders enters, you gain 4 life.
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Staunch Throneguard
( 5)
Artifact Creature — Construct
(2/5)
Vigilance When Staunch Throneguard enters, you become the monarch.
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Staunch-Hearted Warrior
( 4)
Creature — Human Warrior
(2/2)
Heroic — Whenever you cast a spell that targets Staunch-Hearted Warrior, put two +1/+1 counters on Staunch-Hearted Warrior.
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Stave Off
( 1)
Instant
Target creature gains protection from the color of your choice until end of turn.
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Stay Hidden, Stay Silent
( 2)
Enchantment — Aura
Enchant creature When Stay Hidden, Stay Silent enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. : Shuffle enchanted creature into its owner's library, then manifest dread. Activate only as a sorcery.
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Staying Power
( 3)
Enchantment
"Until end of turn" and "this turn" effects don't end.
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Steadfast Armasaur
( 4)
Creature — Dinosaur
(2/3)
Vigilance , : Steadfast Armasaur deals damage equal to its toughness to target creature blocking or blocked by it.
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Steadfast Cathar
( 2)
Creature — Human Soldier
(2/1)
Whenever Steadfast Cathar attacks, it gets +0/+2 until end of turn.
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Steadfast Guard
( 2)
Creature — Human Rebel
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Steadfast Sentry
( 3)
Creature — Human Soldier
(3/2)
Vigilance (Attacking doesn't cause this creature to tap.) When Steadfast Sentry dies, put a +1/+1 counter on target creature you control.
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Steadfast Unicorn
( 1)
Creature — Unicorn
(1/2)
: Creatures you control get +1/+1 and gain vigilance until end of turn. Activate only during your turn. (Attacking doesn't cause them to tap.)
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Steadfastness
( 2)
Sorcery
Creatures you control get +0/+3 until end of turn.
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Steady Aim
( 2)
Instant
Untap target creature. It gets +1/+4 and gains reach until end of turn.
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Steady Progress
( 3)
Instant
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Draw a card.
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Steady-Handed Mook
( 3)
Creature — Human Rigger
(1/1)
Deathtouch When Steady-Handed Mook enters, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Steal Artifact
( 4)
Enchantment — Aura
Enchant artifact You control enchanted artifact.
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Steal Enchantment
( 2)
Enchantment — Aura
Enchant enchantment You control enchanted enchantment.
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Steal Strength
( 2)
Instant
Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.
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Stealer of Secrets
( 3)
Creature — Human Rogue
(2/2)
Whenever Stealer of Secrets deals combat damage to a player, draw a card.
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Stealth Mission
( 3)
Sorcery
Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn.
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Steam Augury
( 4)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
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Steam Blast
( 3)
Sorcery
Steam Blast deals 2 damage to each creature and each player.
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Steam Catapult
( 5)
Creature — Human Soldier
(2/3)
: Destroy target tapped creature. Activate only during your turn, before attackers are declared.
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Scalding Viper (Steam Clean)
( 2)
Sorcery — Adventure
Return target nonland permanent to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
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Steam Frigate
( 3)
Creature — Human Pirate
(3/3)
Steam Frigate can't attack unless defending player controls an Island.
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Steam Spitter
( 5)
Creature — Spider
(1/5)
Reach (This creature can block creatures with flying.) : Steam Spitter gets +1/+0 until end of turn.
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Steam Vents
( 0)
Land — Island Mountain
(: Add or .) As Steam Vents enters, you may pay 2 life. If you don't, it enters tapped.
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Steam Vines
( 3)
Enchantment — Aura
Enchant land When enchanted land becomes tapped, destroy it and Steam Vines deals 1 damage to that land's controller. That player attaches Steam Vines to a land of their choice.
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Steamclaw
( 2)
Artifact
, : Exile target card from a graveyard. , Sacrifice Steamclaw: Exile target card from a graveyard.
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Steamcore Scholar
( 3)
Creature — Weird Detective
(2/2)
Flying, vigilance When Steamcore Scholar enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.
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Steamcore Weird
( 4)
Creature — Weird
(1/3)
When Steamcore Weird enters, if was spent to cast it, it deals 2 damage to any target.
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Steamflogger Boss
( 4)
Creature — Goblin Rigger
(3/3)
Other Riggers you control get +1/+0 and have haste. If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
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Steamflogger of the Month
( 5)
Creature — Goblin Rigger
(3/3)
When Steamflogger of the Month enters, it assembles a Contraption for each Contraption you control. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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