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Sunder
( 5)
Instant
Return all lands to their owners' hands.
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Sundering Stroke
( 7)
Sorcery
Sundering Stroke deals 7 damage divided as you choose among one, two, or three targets. If at least seven red mana was spent to cast this spell, instead Sundering Stroke deals 7 damage to each of those permanents and/or players.
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Sundering Titan
( 8)
Artifact Creature — Golem
(7/10)
When Sundering Titan enters or leaves the battlefield, choose a land of each basic land type, then destroy those lands.
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Sundial of the Infinite
( 2)
Artifact
, : End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Sundown Pass
( 0)
Land
Sundown Pass enters the battlefield tapped unless you control two or more other lands. : Add or .
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Sune's Intervention
( 6)
Instant
Choose one or more — • Create two 2/2 white Knight creature tokens. • Seek a nonland permanent card with mana value 3 or less. • Destroy target artifact. • Destroy target enchantment. • Target player gains 3 life.
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Sunfall
( 5)
Sorcery
Exile all creatures. Incubate X, where X is the number of creatures exiled this way. (Create an Incubator token with X +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Sunforger
( 3)
Artifact — Equipment
Equipped creature gets +4/+0. , Unattach Sunforger: Search your library for a red or white instant card with mana value 4 or less and cast that card without paying its mana cost. Then shuffle. Equip
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Sunfrill Imitator
( 3)
Creature — Dinosaur
(3/3)
Whenever Sunfrill Imitator attacks, you may have it become a copy of another target Dinosaur you control, except its name is Sunfrill Imitator and it has this ability.
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Sungold Sentinel
( 2)
Creature — Human Soldier
(3/2)
Whenever Sungold Sentinel enters the battlefield or attacks, exile up to one target card from a graveyard. Coven — : Choose a color. Sungold Sentinel gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.
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Sunken Citadel
( 0)
Land — Cave
Sunken Citadel enters the battlefield tapped. As it enters, choose a color. : Add one mana of the chosen color. : Add two mana of the chosen color. Spend this mana only to activate abilities of land sources.
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Sunken Hollow
( 0)
Land — Island Swamp
(: Add or .) Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.
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Sunken Hope
( 5)
Enchantment
At the beginning of each player's upkeep, that player returns a creature they control to its owner's hand.
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Sunpetal Grove
( 0)
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains. : Add or .
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Sunrise Sovereign
( 6)
Creature — Giant Warrior
(5/5)
Other Giant creatures you control get +2/+2 and have trample.
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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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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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Sunstrike Legionnaire
( 2)
Creature — Human Soldier
(1/2)
Sunstrike Legionnaire doesn't untap during your untap step. Whenever another creature enters the battlefield, 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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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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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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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 the battlefield, 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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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 the battlefield, 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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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 Party
( 3)
Enchantment
When Surprise Party enters the battlefield, 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 enters the battlefield under your control, put a +1/+1 counter on it. It gains haste until end of turn.
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Surrak, the Hunt Caller
( 4)
Legendary Creature — Human Warrior
(5/4)
Formidable — 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.
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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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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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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 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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Susan Foreman
( 2)
Legendary Creature — Time Lord
(1/1)
If you would planeswalk, instead look at the top two cards of your planar deck, put one on the bottom of your planar deck and the other on top, then planeswalk. : Add . Doctor's companion (You can have two commanders if the other is the Doctor.)
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Suspend
( 1)
Instant
Exile target creature and put two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
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Suspicious Stowaway
( 2)
Creature — Human Rogue Werewolf
(1/1)
Suspicious Stowaway can't be blocked. Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Sustaining Spirit
( 2)
Creature — Angel Spirit
(0/3)
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.) Damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Sutured Ghoul
( 7)
Creature — Zombie
(*/*)
Trample As Sutured Ghoul enters the battlefield, exile any number of creature cards from your graveyard. Sutured Ghoul's power is equal to the total power of the exiled cards and its toughness is equal to their total toughness.
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Swamp
( 0)
Basic Land — Swamp
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Swan Song
( 1)
Instant
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
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Swans of Bryn Argoll
( 4)
Creature — Bird Spirit
(4/3)
Flying If a source would deal damage to Swans of Bryn Argoll, prevent that damage. The source's controller draws cards equal to the damage prevented this way.
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Swarm Intelligence
( 7)
Enchantment
Whenever you cast an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.
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Swarm Saboteur
( 2)
Creature — — Human Ninja
(2/1)
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Deathtouch Whenever Swarm Saboteur deals combat damage to a player, conjure a card named Virus Beetle into your hand.
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Swarm Shambler
( 1)
Creature — Fungus Beast
(0/0)
Swarm Shambler enters the battlefield with a +1/+1 counter on it. Whenever a creature you control with a +1/+1 counter on it becomes the target of a spell an opponent controls, create a 1/1 green Insect creature token. , : Put a +1/+1 counter on Swarm Shambler.
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Swarmyard
( 0)
Land
: Add . : Regenerate target Insect, Rat, Spider, or Squirrel. (The next time it would be destroyed, instead tap it, remove it from combat, and heal all damage on it.)
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Sway of the Stars
( 10)
Sorcery
Each player shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards. Each player's life total becomes 7.
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Sweet-Gum Recluse
( 6)
Creature — Spider
(0/3)
Flash Cascade Reach When Sweet-Gum Recluse enters the battlefield, put three +1/+1 counters on each of any number of target creatures that entered the battlefield this turn.
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Sweltering Suns
( 3)
Sorcery
Sweltering Suns deals 3 damage to each creature. Cycling (, Discard this card: Draw a card.)
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Murderous Rider (Swift End)
( 3)
Instant — Adventure
Destroy target creature or planeswalker. You lose 2 life. (Then exile this card. You may cast the creature later from exile.)
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Swift Reconfiguration
( 1)
Enchantment — Aura
Flash Enchant creature or Vehicle Enchanted permanent is a Vehicle artifact with crew 5 and it loses all other card types. (It's not a creature unless it's crewed.)
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Swift Silence
( 5)
Instant
Counter all other spells. Draw a card for each spell countered this way.
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Twining Twins (Swift Spiral)
( 2)
Instant — Adventure
Exile target nontoken creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Swindler's Scheme
( 3)
Enchantment
Whenever an opponent casts a spell from their hand, you may reveal the top card of your library. If it shares a card type with that spell, counter that spell and that opponent may cast the revealed card without paying its mana cost.
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Swinging Ship (Swinging Ship (a))
( 0)
Artifact — Attraction
Visit — After the first combat phase this turn, there's an additional combat phase. At the beginning of that combat, untap all creatures that attacked this turn. Lights — 2, 6
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Swinging Ship (Swinging Ship (b))
( 0)
Artifact — Attraction
Visit — After the first combat phase this turn, there's an additional combat phase. At the beginning of that combat, untap all creatures that attacked this turn. Lights — 4, 6
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Swirl the Mists
( 4)
Enchantment
As Swirl the Mists enters the battlefield, choose a color word. All instances of color words in the text of spells and permanents are changed to the chosen color word.
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Swooping Pteranodon
( 5)
Creature — Dinosaur
(3/3)
Flying, haste Whenever Swooping Pteranodon or another Dinosaur with flying enters the battlefield under your control, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains flying and haste until end of turn. At the beginning of the next end step, target land deals 3 damage to that creature.
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Sword of Fire and Ice
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card. Equip
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Sword of Kaldra
( 4)
Legendary Artifact — Equipment
Equipped creature gets +5/+5. Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.) Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
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Sword of Light and Shadow
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip
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Sword of the Ages
( 6)
Artifact
Sword of the Ages enters the battlefield tapped. , Sacrifice Sword of the Ages and any number of creatures you control: Sword of the Ages deals X damage to any target, where X is the total power of the creatures sacrificed this way, then exile Sword of the Ages and those creature cards.
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Sword of the Animist
( 2)
Legendary Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip
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Sword of the Chosen
( 2)
Legendary Artifact
: Target legendary creature gets +2/+2 until end of turn.
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Sword of the Meek
( 2)
Artifact — Equipment
Equipped creature gets +1/+2. Equip Whenever a 1/1 creature enters the battlefield under your control, you may return Sword of the Meek from your graveyard to the battlefield, then attach it to that creature.
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Sword of the Paruns
( 4)
Artifact — Equipment
As long as equipped creature is tapped, tapped creatures you control get +2/+0. As long as equipped creature is untapped, untapped creatures you control get +0/+2. : You may tap or untap equipped creature. Equip
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Sword of Vengeance
( 3)
Artifact — Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip
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Sword-Point Diplomacy
( 3)
Sorcery
Reveal the top three cards of your library. For each of those cards, put that card into your hand unless any opponent pays 3 life. Then exile the rest.
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Swords to Plowshares
( 1)
Instant
Exile target creature. Its controller gains life equal to its power.
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Sworn Defender
( 4)
Creature — Human Knight
(1/3)
: Sworn Defender's power becomes the toughness of target creature blocking or being blocked by Sworn Defender minus 1 until end of turn, and Sworn Defender's toughness becomes 1 plus the power of that creature until end of turn.
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Sycorax Commander
( 4)
Creature — Alien Soldier
(4/2)
First strike, haste Sanctified Rules of Combat — When Sycorax Commander enters the battlefield, each opponent faces a villainous choice — That opponent discards all the cards in their hand, then draws that many cards minus one, or Sycorax Commander deals damage to that player equal to the number of cards in their hand.
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Sygg, River Cutthroat
( 2)
Legendary Creature — Merfolk Rogue
(1/3)
At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
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Sygg, River Guide
( 2)
Legendary Creature — Merfolk Wizard
(2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) : Target Merfolk you control gains protection from the color of your choice until end of turn.
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Sylvan Advocate
( 2)
Creature — Elf Druid Ally
(2/3)
Vigilance As long as you control six or more lands, Sylvan Advocate and land creatures you control get +2/+2.
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Sylvan Anthem
( 2)
Enchantment
Green creatures you control get +1/+1. Whenever a green creature enters the battlefield under your control, scry 1.
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Sylvan Awakening
( 3)
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
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Sylvan Basilisk
( 5)
Creature — Basilisk
(2/4)
Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature.
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Sylvan Caryatid
( 2)
Creature — Plant
(0/3)
Defender, hexproof : Add one mana of any color.
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Sylvan Library
( 2)
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
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Sylvan Offering
( 1)
Sorcery
Choose an opponent. You and that player each create an X/X green Treefolk creature token. Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
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Sylvan Primordial
( 7)
Creature — Avatar
(6/8)
Reach When Sylvan Primordial enters the battlefield, for each opponent, destroy target noncreature permanent that player controls. For each permanent destroyed this way, search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle.
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Sylvan Safekeeper
( 1)
Creature — Human Wizard
(1/1)
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Sylvan Tutor
( 1)
Sorcery
Search your library for a creature card, reveal it, then shuffle and put that card on top.
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Sylvan Yeti
( 4)
Creature — Yeti
(*/4)
Sylvan Yeti's power is equal to the number of cards in your hand.
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Sylvia Brightspear
( 3)
Legendary Creature — Human Knight
(2/2)
Partner with Khorvath Brightflame (When this creature enters the battlefield, target player may put Khorvath into their hand from their library, then shuffle.) Double strike Dragons your team controls have double strike.
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Symbiotic Deployment
( 3)
Enchantment
Skip your draw step. , Tap two untapped creatures you control: Draw a card.
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Symbiotic Wurm
( 8)
Creature — Wurm
(7/7)
When Symbiotic Wurm dies, create seven 1/1 green Insect creature tokens.
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