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Steamflogger Service Rep
( 3)
Creature — Goblin Rigger
(1/1)
Whenever another Goblin you control enters, you may pay . If you do, Steamflogger Service Rep assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Steamflogger Temp
( 2)
Creature — Goblin Rigger
(2/1)
, : Steamflogger Temp assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Steamfloggery
( 6)
Instant
Roll a six-sided die. Assemble a number of Contraptions equal to the result. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Roaring Furnace // Steaming Sauna (Steaming Sauna)
( 5)
Enchantment — Room
You have no maximum hand size. At the beginning of your end step, draw a card. (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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Steampath Charger
( 2)
Creature — Lizard Warlock
(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.) When this creature dies, it deals 1 damage to target player.
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Steam-Powered
( 0)
Artifact Creature — Construct
(+0/+4)
: Augment (, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
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Steel Dromedary
( 3)
Artifact Creature — Camel
(2/2)
Steel Dromedary enters tapped with two +1/+1 counters on it. Steel Dromedary doesn't untap during your untap step if it has a +1/+1 counter on it. At the beginning of combat on your turn, you may move a +1/+1 counter from Steel Dromedary onto target creature.
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Steel Exemplar
( 5)
Artifact Creature — Wizard
(4/4)
Trample Steel Exemplar enters with two +1/+1 counters on it unless two or more colors of mana were spent to cast it.
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Steel Golem
( 3)
Artifact Creature — Golem
(3/4)
You can't cast creature spells.
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Steel Hellkite
( 6)
Artifact Creature — Dragon
(5/5)
Flying : This creature gets +1/+0 until end of turn. : Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
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Steel Leaf Champion
( 3)
Creature — Elf Knight
(5/4)
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
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Steel Leaf Paladin
( 6)
Creature — Elf Knight
(4/4)
First strike When Steel Leaf Paladin enters, return a green or white creature you control to its owner's hand.
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Steel of the Godhead
( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
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Steel Overseer
( 2)
Artifact Creature — Construct
(1/1)
: Put a +1/+1 counter on each artifact creature you control.
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Steel Sabotage
( 1)
Instant
Choose one — • Counter target artifact spell. • Return target artifact to its owner's hand.
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Steel Seraph
( 6)
Artifact Creature — Angel
(5/4)
Flying At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/3
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Steel Squirrel
( 2)
Artifact Creature — Squirrel
(1/1)
Whenever you roll a 5 or higher on a die, Steel Squirrel gets +X/+X until end of turn, where X is the result. : Roll a six-sided die.
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Steel Wall
( 1)
Artifact Creature — Wall
(0/4)
Defender (This creature can't attack.)
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Steelbane Hydra
( 2)
Creature — Turtle Hydra
(0/0)
Steelbane Hydra enters with X +1/+1 counters on it. , Remove a +1/+1 counter from Steelbane Hydra: Destroy target artifact or enchantment.
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Steelburr Champion
( 3)
Creature — Mouse Soldier
(1/1)
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.) Vigilance Whenever an opponent casts a noncreature spell, put a +1/+1 counter on this creature.
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Steelclad Serpent
( 6)
Artifact Creature — Serpent
(4/5)
Steelclad Serpent can't attack unless you control another artifact.
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Steelclad Spirit
( 2)
Creature — Spirit
(3/3)
Defender Whenever an enchantment you control enters, Steelclad Spirit can attack this turn as though it didn't have defender.
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Steelclaw Lance
( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Equip Knight Equip
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Steelfin Whale
( 6)
Creature — Whale
(3/4)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Whenever an artifact you control enters, untap Steelfin Whale.
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Steelform Sliver
( 3)
Creature — Sliver
(2/2)
Sliver creatures you control get +0/+1.
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Steelgaze Griffin
( 5)
Creature — Griffin
(2/4)
Flying Whenever you draw your second card each turn, Steelgaze Griffin gets +2/+0 until end of turn.
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Steeling Stance
( 3)
Instant
Creatures you control get +1/+1 until end of turn. Forecast — , Reveal Steeling Stance from your hand: Target creature gets +1/+1 until end of turn. (Activate only during your upkeep and only once each turn.)
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Steel-Plume Marshal
( 5)
Creature — Bird Soldier
(3/3)
Flying Whenever Steel-Plume Marshal attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
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Steelshaper's Gift
( 1)
Sorcery
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
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Steely Resolve
( 2)
Enchantment
As Steely Resolve enters, choose a creature type. Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
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Steeple Creeper
( 3)
Creature — Frog Snake
(4/2)
: Steeple Creeper gains flying until end of turn.
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Steer Clear
( 1)
Instant
Steer Clear deals 2 damage to target attacking or blocking creature. Steer Clear deals 4 damage to that creature instead if you controlled a Mount as you cast this spell.
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Stella Lee, Wild Card
( 3)
Legendary Creature — Human Rogue
(2/4)
Whenever you cast your second spell each turn, exile the top card of your library. Until the end of your next turn, you may play that card. : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if you've cast three or more spells this turn.
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Stench of Decay
( 3)
Instant
Nonartifact creatures get -1/-1 until end of turn.
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Stench of Evil
( 4)
Sorcery
Destroy all Plains. For each land destroyed this way, Stench of Evil deals 1 damage to that land's controller unless they pay .
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Stenchskipper
( 4)
Creature — Elemental
(6/5)
Flying At the beginning of the end step, if you control no Goblins, sacrifice Stenchskipper.
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Stenn, Paranoid Partisan
( 2)
Legendary Creature — Human Wizard
(2/2)
As Stenn, Paranoid Partisan enters, choose a card type other than creature or land. Spells you cast of the chosen type cost less to cast. : Exile Stenn. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Stensia Banquet
( 3)
Sorcery
Stensia Banquet deals damage to target opponent or planeswalker equal to the number of Vampires you control. Draw a card.
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Stensia Innkeeper
( 4)
Creature — Vampire
(3/3)
When Stensia Innkeeper enters, tap target land an opponent controls. That land doesn't untap during its controller's next untap step.
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Stensia Masquerade
( 3)
Enchantment
Attacking creatures you control have first strike. Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Stensia Uprising
( 4)
Enchantment
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice Stensia Uprising. When you do, it deals 7 damage to any target.
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Step Right Up
( 4)
Sorcery
Open two Attractions. (Put the top two cards of your Attraction deck onto the battlefield.)
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Step Through
( 5)
Sorcery
Return two target creatures to their owners' hands. Wizardcycling (, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
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Steppe Glider
( 5)
Creature — Elemental
(2/4)
Flying, vigilance : Target creature with a +1/+1 counter on it gains flying and vigilance until end of turn.
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Steppe Lynx
( 1)
Creature — Cat
(0/1)
Landfall — Whenever a land you control enters, Steppe Lynx gets +2/+2 until end of turn.
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Sterling Grove
( 2)
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.) , Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
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Sterling Hound
( 3)
Artifact Creature — Dog
(3/2)
When Sterling Hound enters, 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.)
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Sterling Keykeeper
( 2)
Creature — Human Mercenary
(2/2)
, : Tap target non-Mount creature.
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Sterling Supplier
( 5)
Creature — Bird Soldier
(3/4)
Flying When Sterling Supplier enters, put a +1/+1 counter on another target creature you control.
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Stern Constable
( 1)
Creature — Human Soldier
(1/1)
, Discard a card: Tap target creature.
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Stern Dismissal
( 1)
Instant
Return target creature or enchantment an opponent controls to its owner's hand.
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Stern Judge
( 3)
Creature — Human Cleric
(2/2)
: Each player loses 1 life for each Swamp they control.
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Stern Lesson
( 3)
Instant
Draw two cards, then discard a card. 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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Stern Marshal
( 3)
Creature — Human Soldier
(2/2)
: Target creature gets +2/+2 until end of turn. Activate only during your turn, before attackers are declared.
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Stern Mentor
( 4)
Creature — Human Wizard
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Stern Mentor is paired with another creature, each of those creatures has ": Target player mills two cards."
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Stern Proctor
( 2)
Creature — Human Wizard
(1/2)
When Stern Proctor enters, return target artifact or enchantment to its owner's hand.
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Stern Scolding
( 1)
Instant
Counter target creature spell with power or toughness 2 or less.
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Stet, Draconic Proofreader
( 6)
Legendary Creature — Dragon Bureaucrat
(4/4)
Flying Whenever Stet, Draconic Proofreader attacks, you may exile a card from your graveyard. When you do, Stet, Draconic Proofreader deals 4 damage to any target whose name begins with the same letter as the exiled card. : Delete the first letter of target permanent or player's name until end of turn.
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Stew the Coneys
( 3)
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Steward of Solidarity
( 2)
Creature — Human Warrior
(2/2)
, Exert Steward of Solidarity: Create a 1/1 white Warrior creature token with vigilance. (An exerted creature won't untap during your next untap step.)
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Stick Together
( 5)
Sorcery
Each player chooses a party from among creatures they control, then sacrifices the rest. (To choose a party, choose up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Sticky Fingers
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this artifact: Add one mana of any color.") When enchanted creature dies, draw a card.
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Sticky Kavu Daredevil
( 0)
Stickers
2 — When this permanent dies, you may return target creature to its owner's hand. 4 — Whenever this creature attacks, creatures you control get +1/+1 until end of turn. 2 — 3/3 3 — 2/6
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Stickytongue Sentinel
( 3)
Creature — Frog Warrior
(3/3)
Reach When Stickytongue Sentinel enters, return up to one other target permanent you control to its owner's hand.
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Stifle
( 1)
Instant
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
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Stigma Lasher
( 2)
Creature — Elemental Shaman
(2/2)
Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever Stigma Lasher deals damage to a player, that player can't gain life for the rest of the game.
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Stillmoon Cavalier
( 3)
Creature — Zombie Knight
(2/1)
Protection from white and from black : Stillmoon Cavalier gains flying until end of turn. : Stillmoon Cavalier gains first strike until end of turn. : Stillmoon Cavalier gets +1/+0 until end of turn.
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Stiltstrider
( 5)
Creature — Rhino Performer
(5/4)
Reach When Stiltstrider enters, you get , then you may put a sticker on a nonland permanent you own.
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Stimulus Package
( 4)
Enchantment
When Stimulus Package enters, create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.") Sacrifice a Treasure: Create a 1/1 green and white Citizen creature token.
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Sting, the Glinting Dagger
( 2)
Legendary Artifact — Equipment
Equipped creature gets +1/+1 and has haste. At the beginning of each combat, untap equipped creature. Equipped creature has first strike as long as it's blocking or blocked by a Goblin or Orc. Equip
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Stingblade Assassin
( 4)
Creature — Faerie Assassin
(3/1)
Flash Flying When Stingblade Assassin enters, destroy target creature an opponent controls that was dealt damage this turn.
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Stingerback Terror
( 4)
Creature — Scorpion Dragon
(7/7)
Flying, trample Stingerback Terror gets -1/-1 for each card in your hand. Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Stingerfling Spider
( 5)
Creature — Spider
(2/5)
Reach When Stingerfling Spider enters, you may destroy target creature with flying.
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Stinging Barrier
( 4)
Creature — Wall
(0/4)
Defender (This creature can't attack.) , : Stinging Barrier deals 1 damage to any target.
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Stinging Cave Crawler
( 3)
Creature — Insect Horror
(1/3)
Deathtouch Descend 4 — Whenever Stinging Cave Crawler attacks, if there are four or more permanent cards in your graveyard, you draw a card and you lose 1 life.
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Stinging Hivemaster
( 3)
Creature — Phyrexian Warlock
(3/2)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When Stinging Hivemaster dies, create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This creature can't block."
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Stinging Lionfish
( 2)
Enchantment Creature — Fish
(2/1)
Whenever you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.
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Stinging Scorpion
( 5)
Host Creature — Scorpion
(3/2)
When this creature enters, target creature an opponent controls gets -1/-1 until end of turn.
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Stinging Shot
( 1)
Instant
Put three -1/-1 counters on target creature with flying. Cycling (, Discard this card: Draw a card.)
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Stinging Study
( 5)
Instant
You draw X cards and you lose X life, where X is the mana value of a commander you own on the battlefield or in the command zone.
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Stingmoggie
( 4)
Creature — Elemental
(0/0)
Stingmoggie enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Stingmoggie: Destroy target artifact or land.
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Stingscourger
( 2)
Creature — Goblin Warrior
(2/2)
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Stingscourger enters, return target creature an opponent controls to its owner's hand.
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Stinkdrinker Bandit
( 4)
Creature — Goblin Rogue
(2/1)
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.
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Stinkweed Imp
( 3)
Creature — Imp
(1/2)
Flying Whenever Stinkweed Imp deals combat damage to a creature, destroy that creature. Dredge 5 (If you would draw a card, you may mill five cards instead. If you do, return this card from your graveyard to your hand.)
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Stir the Grave
( 1)
Sorcery
Return target creature card with mana value X or less from your graveyard to the battlefield.
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Stir the Pride
( 5)
Instant
Choose one — • Creatures you control get +2/+2 until end of turn. • Until end of turn, creatures you control gain "Whenever this creature deals damage, you gain that much life." Entwine (Choose both if you pay the entwine cost.)
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Stir the Sands
( 6)
Sorcery
Create three 2/2 black Zombie creature tokens. Cycling (, Discard this card: Draw a card.) When you cycle Stir the Sands, create a 2/2 black Zombie creature token.
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Stirge
( 1)
Creature — Insect Bat
(1/1)
Flying Stirge can't block. Blood Drain — , Pay 1 life, Sacrifice Stirge: Draw a card.
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Stirring Address
( 2)
Instant
Target creature you control gets +2/+2 until end of turn. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Stirring Bard
( 4)
Creature — Dragon Bard
(0/4)
Defender When Stirring Bard enters, you take the initiative. Mantle of Inspiration — : Target creature gains menace and haste until end of turn.
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Stitch in Time
( 3)
Sorcery
Flip a coin. If you win the flip, take an extra turn after this one.
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