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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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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 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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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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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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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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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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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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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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Stench of Decay
( 3)
Instant
Nonartifact creatures get -1/-1 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 Keykeeper
( 2)
Creature — Human Mercenary
(2/2)
, : Tap target non-Mount creature.
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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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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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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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Stocking the Pantry
( 1)
Enchantment
Whenever you put one or more +1/+1 counters on a creature you control, put a supply counter on Stocking the Pantry. , Remove a supply counter from Stocking the Pantry: Draw a card.
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Stolen by the Fae
( 2)
Sorcery
Return target creature with mana value X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
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Stolen Identity
( 6)
Sorcery
Create a token that's a copy of target artifact or creature. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Stolen Strategy
( 5)
Enchantment
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
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Stolen Vitality
( 2)
Instant
Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)
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Stone Drake (playtest)
( 5)
Creature — — Drake
(4/4)
Flying When Stone Drake enters the battlefield, choose one — • Distract — Tap target land. Draw a card. • Enthrall — Target player discards a card for each spell you've cast this turn.
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Stoneforge Acolyte
( 1)
Creature — Kor Artificer Ally
(1/2)
Cohort — , Tap an untapped Ally you control: Look at the top four cards of your library. You may reveal an Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Stoneforge Mystic
( 2)
Creature — Kor Artificer
(1/2)
When Stoneforge Mystic enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle. , : You may put an Equipment card from your hand onto the battlefield.
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Stonefury
( 5)
Instant
Stonefury deals damage to target creature equal to the number of lands you control.
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Stonehorn Dignitary
( 4)
Creature — Rhino Soldier
(1/4)
When Stonehorn Dignitary enters, target opponent skips their next combat phase.
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Stony Silence
( 2)
Enchantment
Activated abilities of artifacts can't be activated.
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Stony Strength
( 1)
Instant
Put a +1/+1 counter on target creature you control. Untap that creature.
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Stonybrook Banneret
( 2)
Creature — Merfolk Wizard
(1/1)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Merfolk spells and Wizard spells you cast cost less to cast.
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Stonybrook Schoolmaster
( 3)
Creature — Merfolk Wizard
(1/2)
Whenever Stonybrook Schoolmaster becomes tapped, you may create a 1/1 blue Merfolk Wizard creature token.
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Storm Entity
( 2)
Creature — Elemental
(1/1)
Haste Storm Entity enters with a +1/+1 counter on it for each other spell cast this turn.
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Storm Fleet Pyromancer
( 5)
Creature — Human Pirate Wizard
(3/2)
Raid — When Storm Fleet Pyromancer enters, if you attacked this turn, Storm Fleet Pyromancer deals 2 damage to any target.
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Storm Fleet Spy
( 3)
Creature — Human Pirate
(2/2)
Raid — When this creature enters, if you attacked this turn, draw a card.
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Stormwing Entity
( 5)
Creature — Elemental
(3/3)
This spell costs less to cast if you've cast an instant or sorcery spell this turn. Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Stormwing Entity enters, scry 2.
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Story Circle
( 3)
Enchantment
As Story Circle enters, choose a color. : The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
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Storybook Ride (Storybook Ride (a))
( 0)
Artifact — Attraction
Visit — Exile the top X cards of your library, where X is the number of Attractions you've visited this turn (including this one). You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them on the bottom of your library in any order. Lights — 2, 5, 6
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Storybook Ride (Storybook Ride (b))
( 0)
Artifact — Attraction
Visit — Exile the top X cards of your library, where X is the number of Attractions you've visited this turn (including this one). You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them on the bottom of your library in any order. Lights — 3, 4, 6
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Storyteller Pixie
( 4)
Creature — Faerie Wizard
(3/3)
Flying Whenever you cast an Adventure spell, draw a card.
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Storyweave
( 3)
Instant
Choose one — • Put two +1/+1 counters on target creature you control. • Put two lore counters on target Saga you control. The next time one or more enchantment creatures you control enter this turn, each enters with two additional +1/+1 counters on it.
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Strangled Cemetery
( 0)
Land
Strangled Cemetery enters tapped unless a player has 13 or less life. : Add or .
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Strata Scythe
( 3)
Artifact — Equipment
Imprint — When Strata Scythe enters, search your library for a land card, exile it, then shuffle. Equipped creature gets +1/+1 for each land on the battlefield with the same name as the exiled card. Equip
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Strategy, Schmategy
( 2)
Sorcery
Roll a six-sided die. Strategy, Schmategy has the indicated effect. 1 — Do nothing. 2 — Destroy all artifacts. 3 — Destroy all lands. 4 — Strategy, Schmategy deals 3 damage to each creature and each player. 5 — Each player discards their hand and draws seven cards. 6 — Repeat this process two more times.
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Street Savvy
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and can block creatures with landwalk abilities as though they didn't have those abilities.
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Strength of Lunacy
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has protection from white. 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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Strength of Solidarity
( 1)
Sorcery
Choose target creature you control. Put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Strength of Unity
( 4)
Enchantment — Aura
Enchant creature Domain — Enchanted creature gets +1/+1 for each basic land type among lands you control.
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Stromgald Spy
( 4)
Creature — Human Rogue
(2/4)
Whenever Stromgald Spy attacks and isn't blocked, you may have defending player play with their hand revealed for as long as Stromgald Spy remains on the battlefield. If you do, Stromgald Spy assigns no combat damage this turn.
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Struggle for Project Purity
( 4)
Enchantment
As Struggle for Project Purity enters, choose Brotherhood or Enclave. • Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way. • Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
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Struggle for Sanity
( 4)
Sorcery
Target opponent reveals their hand. That player exiles a card from it, then you exile a card from it. Repeat this process until all cards in that hand have been exiled. That player returns the cards they exiled this way to their hand and puts the rest into their graveyard.
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Strutting Turkey
( 4)
Host Creature — Bird
(2/2)
When this creature enters, exile target creature card with mana value 2 or less from your graveyard. If it has augment, combine it with a host you control. Otherwise, put it onto the battlefield.
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Study Break
( 2)
Instant
Tap up to two target creatures. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Stuffy Doll
( 5)
Artifact Creature — Construct
(0/1)
Indestructible As Stuffy Doll enters, choose a player. Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player. : Stuffy Doll deals 1 damage to itself.
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Stumpsquall Hydra
( 3)
Creature — Hydra
(1/1)
When Stumpsquall Hydra enters, distribute X +1/+1 counters among it and any number of commanders.
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Stupefying Touch
( 2)
Enchantment — Aura
Enchant creature When Stupefying Touch enters, draw a card. Enchanted creature's activated abilities can't be activated.
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Sturdy Hatchling
( 4)
Creature — Elemental
(6/6)
Sturdy Hatchling enters with four -1/-1 counters on it. : Sturdy Hatchling gains shroud until end of turn. (It can't be the target of spells or abilities.) Whenever you cast a green spell, remove a -1/-1 counter from Sturdy Hatchling. Whenever you cast a blue spell, remove a -1/-1 counter from Sturdy Hatchling.
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Stymied Hopes
( 2)
Instant
Counter target spell unless its controller pays . Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Subgoyf (playtest)
( 2)
Artifact Creature — — Lhurgoyf
(*/1+*)
Subgoyf's power and toughness are each equal to the number of different subtypes other than creature types among cards in all graveyards and its toughness is equal to that number plus 1. (Subtypes include but are absolutely not limited to: Plains, Equipment, Aura, Arcane, Jace, Curse, Urza's, Ulamog's, etc.)
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Sublime Epiphany
( 6)
Instant
Choose one or more — • Counter target spell. • Counter target activated or triggered ability. • Return target nonland permanent to its owner's hand. • Create a token that's a copy of target creature you control. • Target player draws a card.
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Subtlety
( 4)
Creature — Elemental Incarnation
(3/3)
Flash Flying When Subtlety enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library. Evoke—Exile a blue card from your hand.
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Subversive Acolyte
( 2)
Creature — — Human
(2/2)
, Pay 2 life: Choose one. Activate only once. • Subversive Acolyte becomes a Human Cleric. It gets +1/+2 and gains lifelink. • Subversive Acolyte becomes a Phyrexian. It gets +3/+3 and gains trample and "Whenever this creature is dealt damage, sacrifice that many permanents."
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Suleiman's Legacy
( 2)
Enchantment
When Suleiman's Legacy enters, destroy all Djinns and Efreets. They can't be regenerated. Whenever a Djinn or Efreet enters, destroy it. It can't be regenerated.
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Sultai Ascendancy
( 3)
Enchantment
At the beginning of your upkeep, 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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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 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 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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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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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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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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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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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 City
( 2)
Enchantment
At the beginning of your upkeep, sacrifice Sunken City unless you pay . Blue creatures get +1/+1.
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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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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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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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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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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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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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