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Sengir, the Dark Baron
( 6)
Legendary Creature — Vampire Noble
(4/4)
Flying Whenever another creature dies, put two +1/+1 counters on Sengir, the Dark Baron. Whenever another player loses the game, you gain life equal to that player's life total as the turn began. Partner (You can have two commanders if both have partner.)
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Sensei Golden-Tail
( 2)
Legendary Creature — Fox Samurai
(2/1)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) , : Put a training counter on target creature. That creature gains bushido 1 and becomes a Samurai in addition to its other creature types. Activate only as a sorcery.
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Sensei's Divining Top
( 1)
Artifact
: Look at the top three cards of your library, then put them back in any order. : Draw a card, then put Sensei's Divining Top on top of its owner's library.
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Sentinel of the Pearl Trident
( 5)
Creature — Merfolk Soldier
(3/3)
Flash When Sentinel of the Pearl Trident enters, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)
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Sentry of the Underworld
( 5)
Creature — Griffin Skeleton
(3/3)
Flying, vigilance , Pay 3 life: Regenerate Sentry of the Underworld.
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Senu, Keen-Eyed Protector
( 2)
Legendary Creature — Bird Scout
(2/1)
Flying, vigilance , Exile Senu, Keen-Eyed Protector: You gain 2 life and scry 2. When a legendary creature you control attacks and isn't blocked, if Senu is exiled, put it onto the battlefield attacking.
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Separatist Voidmage
( 4)
Creature — Human Wizard
(2/2)
When Separatist Voidmage enters, you may return target creature to its owner's hand.
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Sephara, Sky's Blade
( 7)
Legendary Creature — Angel
(7/7)
You may pay and tap four untapped creatures you control with flying rather than pay this spell's mana cost. Flying, lifelink Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
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Sepulchral Primordial
( 7)
Creature — Avatar
(5/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When Sepulchral Primordial enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
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Seraph of the Sword
( 4)
Creature — Angel
(3/3)
Flying Prevent all combat damage that would be dealt to Seraph of the Sword.
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Seraphic Greatsword
( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Whenever equipped creature attacks the player with the most life or tied for most life, create a 4/4 white Angel creature token with flying that's tapped and attacking that player. Equip
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Seraphic Steed
( 2)
Creature — Unicorn Mount
(2/2)
First strike, lifelink Whenever Seraphic Steed attacks while saddled, create a 3/3 white Angel creature token with flying. Saddle 4 (Tap any number of other creatures you control with total power 4 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Serendib Djinn
( 4)
Creature — Djinn
(5/6)
Flying At the beginning of your upkeep, sacrifice a land. If you sacrifice an Island this way, Serendib Djinn deals 3 damage to you. When you control no lands, sacrifice Serendib Djinn.
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Serendib Efreet
( 3)
Creature — Efreet
(3/4)
Flying At the beginning of your upkeep, Serendib Efreet deals 1 damage to you.
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Serendib Sorcerer
( 3)
Creature — Human Wizard
(1/1)
: Target creature other than Serendib Sorcerer has base power and toughness 0/2 until end of turn.
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Serene Steward
( 2)
Creature — Human Cleric Ally
(2/2)
Whenever you gain life, you may pay . If you do, put a +1/+1 counter on target creature.
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Serpent of the Endless Sea
( 5)
Creature — Serpent
(*/*)
Serpent of the Endless Sea's power and toughness are each equal to the number of Islands you control. Serpent of the Endless Sea can't attack unless defending player controls an Island.
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Serpent of Yawning Depths
( 6)
Enchantment Creature — Serpent
(6/6)
Krakens, Leviathans, Octopuses, and Serpents you control can't be blocked except by Krakens, Leviathans, Octopuses, and Serpents.
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Serpent-Blade Assailant
( 3)
Creature — Elf Warrior
(2/1)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Deathtouch
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Serra Advocate
( 4)
Creature — Angel
(2/2)
Flying : Target attacking or blocking creature gets +2/+2 until end of turn.
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Serra Ascendant
( 1)
Creature — Human Monk
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) As long as you have 30 or more life, Serra Ascendant gets +5/+5 and has flying.
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Serra Disciple
( 2)
Creature — Bird Cleric
(1/1)
Flying, first strike Whenever you cast a historic spell, Serra Disciple gets +1/+1 until end of turn. (Artifacts, legendaries, and Sagas are historic.)
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Serra Redeemer
( 5)
Creature — Angel Soldier
(2/4)
Flying Whenever another creature you control with power 2 or less enters, put two +1/+1 counters on that creature.
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Serra's Guardian
( 6)
Creature — Angel
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.) Vigilance (Attacking doesn't cause this creature to tap.) Other creatures you control have vigilance.
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Serrated Arrows
( 4)
Artifact
Serrated Arrows enters with three arrowhead counters on it. At the beginning of your upkeep, if there are no arrowhead counters on Serrated Arrows, sacrifice it. , Remove an arrowhead counter from Serrated Arrows: Put a -1/-1 counter on target creature.
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Serrated Biskelion
( 3)
Artifact Creature — Construct
(2/2)
: Put a -1/-1 counter on Serrated Biskelion and a -1/-1 counter on target creature.
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Serrated Scorpion
( 1)
Creature — Scorpion
(1/2)
When Serrated Scorpion dies, it deals 2 damage to each opponent and you gain 2 life.
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Serum Powder
( 3)
Artifact
: Add . Any time you could mulligan and Serum Powder is in your hand, you may exile all the cards from your hand, then draw that many cards. (You can do this in addition to taking mulligans.)
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Seshiro the Anointed
( 6)
Legendary Creature — Snake Monk
(3/4)
Other Snake creatures you control get +2/+2. Whenever a Snake you control deals combat damage to a player, you may draw a card.
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Set Adrift
( 6)
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .) Put target nonland permanent on top of its owner's library.
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Seton's Desire
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Threshold — As long as seven or more cards are in your graveyard, all creatures able to block enchanted creature do so.
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Settle Beyond Reality
( 5)
Sorcery
Choose one or both — • Exile target creature you don't control. • Exile target creature you control, then return it to the battlefield under its owner's control.
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Settle the Wilds
( 3)
Sorcery
Seek a basic land card and put it onto the battlefield tapped. Then seek a permanent card with mana value equal to the number of lands you control.
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Seven Dwarves
( 2)
Creature — Dwarf
(2/2)
Seven Dwarves gets +1/+1 for each other creature named Seven Dwarves you control. A deck can have up to seven cards named Seven Dwarves.
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Sever the Bloodline
( 4)
Sorcery
Exile target creature and all other creatures with the same name as that creature. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Severed Legion
( 3)
Creature — Zombie
(2/2)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
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Severed Strands
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. You gain life equal to the sacrificed creature's toughness. Destroy target creature an opponent controls.
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Sewerdreg
( 5)
Creature — Spirit
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Sacrifice Sewerdreg: Exile target card from a graveyard.
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Shade of Trokair
( 4)
Creature — Shade
(1/2)
: Shade of Trokair gets +1/+1 until end of turn. Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
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Shade's Breath
( 2)
Instant
Until end of turn, each creature you control becomes a black Shade and gains ": This creature gets +1/+1 until end of turn."
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Shade's Form
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has ": This creature gets +1/+1 until end of turn." When enchanted creature dies, return that card to the battlefield under your control.
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Shadewing Laureate
( 3)
Creature — Human Warlock
(2/2)
Flying Whenever another creature you control with flying dies, put a +1/+1 counter on target creature you control.
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Shadow Alley Denizen
( 1)
Creature — Vampire Rogue
(1/1)
Whenever another black creature you control enters, target creature gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Shadow in the Warp
( 3)
Enchantment
The first creature spell you cast each turn costs less to cast. Whenever an opponent casts their first noncreature spell each turn, Shadow in the Warp deals 2 damage to that player.
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Shadow Kin
( 4)
Creature — Shapeshifter
(2/2)
Flash At the beginning of your upkeep, each player mills three cards. You may exile a creature card from among the cards milled this way. If you do, Shadow Kin becomes a copy of that card, except it has this ability.
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Shadow Lance
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has first strike. : Enchanted creature gets +2/+2 until end of turn.
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Shadow of Doubt
( 2)
Instant
( can be paid with either or .) Players can't search libraries this turn. Draw a card.
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Shadow of Mortality
( 15)
Creature — Avatar
(7/7)
If your life total is less than your starting life total, this spell costs less to cast, where X is the difference.
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Shadow of the Enemy
( 6)
Sorcery
Exile all creature cards from target player's graveyard. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
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Shadow of the Grave
( 2)
Instant
Return to your hand all cards in your graveyard that you cycled or discarded 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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Shadow Prophecy
( 3)
Instant
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put up to two of them into your hand and the rest into your graveyard. You lose 2 life.
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Shadow Puppeteers
( 7)
Creature — Faerie Wizard
(4/4)
Flying, ward When Shadow Puppeteers enters, create two 1/1 black Faerie Rogue creature tokens with flying. Whenever a creature you control with flying attacks, you may have it become a red Dragon with base power and toughness 4/4 in addition to its other colors and types until end of turn.
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Shadow Rider
( 4)
Creature — Knight
(3/3)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I>
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Shadow Rift
( 1)
Instant
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Draw a card.
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Shadow Slice
( 5)
Sorcery
Target opponent loses 3 life. 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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Shadow Sliver
( 3)
Creature — Sliver
(1/1)
All Sliver creatures have shadow. (They can block or be blocked by only creatures with shadow.)
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Shadow Stinger
( 3)
Creature — Vampire Rogue
(1/4)
Tap another untapped Rogue you control: Shadow Stinger gains deathtouch until end of turn. Whenever Shadow Stinger deals combat damage to a player, that player mills three cards. (They put the top three cards of their library into their graveyard.)
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Shadow Summoning
( 2)
Sorcery
Create two tapped 1/1 white Spirit creature tokens with flying.
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Shadowbane
( 2)
Instant
The next time a source of your choice would deal damage to you and/or creatures you control this turn, prevent that damage. If damage from a black source is prevented this way, you gain that much life.
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Shadowbeast Sighting
( 4)
Sorcery
Create a 4/4 green Beast creature token. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Shadowborn Apostle
( 1)
Creature — Human Cleric
(1/1)
A deck can have any number of cards named Shadowborn Apostle. , Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
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Shadowborn Demon
( 5)
Creature — Demon
(5/6)
Flying When Shadowborn Demon enters, destroy target non-Demon creature. At the beginning of your upkeep, if there are fewer than six creature cards in your graveyard, sacrifice a creature.
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Shadowcloak Vampire
( 5)
Creature — Vampire
(4/3)
Pay 2 life: Shadowcloak Vampire gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Shadowed Caravel
( 2)
Artifact — Vehicle
(2/2)
Whenever a creature you control explores, put a +1/+1 counter on Shadowed Caravel. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Shadowfax, Lord of Horses
( 5)
Legendary Creature — Horse
(4/4)
Horses you control have haste. (They can attack and as soon as they come under your control.) Whenever Shadowfax, Lord of Horses attacks, you may put a creature card with lesser power from your hand onto the battlefield tapped and attacking.
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Shadowfeed
( 1)
Instant
Exile target card from a graveyard. You gain 3 life.
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Shadowgrange Archfiend
( 7)
Creature — Demon
(8/4)
When Shadowgrange Archfiend enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way. Madness—, Pay 8 life. (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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Shadowheart, Dark Justiciar
( 4)
Legendary Creature — Human Elf Cleric
(3/4)
, , Sacrifice another creature: Draw X cards, where X is that creature's power. Choose a Background (You can have a Background as a second commander.)
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Shadowmage Infiltrator
( 3)
Creature — Human Wizard
(1/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.
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Shadows' Lair
( 0)
Land — Cave
(Transforms from Grasping Shadows.) : Add . , , Remove a dread counter from Shadows' Lair: You draw a card and you lose 1 life.
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Shadows of the Past
( 2)
Enchantment
Whenever a creature dies, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Each opponent loses 2 life and you gain 2 life. Activate only if there are four or more creature cards in your graveyard.
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Shadows' Verdict
( 5)
Sorcery
Exile all creatures and planeswalkers with mana value 3 or less from the battlefield and all creature and planeswalker cards with mana value 3 or less from all graveyards.
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Shadowspear
( 1)
Legendary Artifact — Equipment
Equipped creature gets +1/+1 and has trample and lifelink. : Permanents your opponents control lose hexproof and indestructible until end of turn. Equip
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Shadowstorm
( 1)
Sorcery
Shadowstorm deals 2 damage to each creature with shadow.
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Shadowstorm Vizier
( 2)
Creature — Human Cleric
(1/3)
Flying Whenever you cycle or discard a card, Shadowstorm Vizier gets +1/+1 until end of turn.
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Shadowy Backstreet
( 0)
Land — Plains Swamp
(: Add or .) Shadowy Backstreet enters tapped. When Shadowy Backstreet enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Shadrix Silverquill
( 5)
Legendary Creature — Elder Dragon
(2/5)
Flying, double strike At the beginning of combat on your turn, you may choose two. Each mode must target a different player. • Target player creates a 2/1 white and black Inkling creature token with flying. • Target player draws a card and loses 1 life. • Target player puts a +1/+1 counter on each creature they control.
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Shady Traveler
( 3)
Creature — Human Werewolf
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Shahrazad
( 2)
Sorcery
Players play a Magic subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half their life, rounded up.
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Shaile, Dean of Radiance
( 2)
Legendary Creature — Bird Cleric
(1/1)
Flying, vigilance : Put a +1/+1 counter on each creature that entered the battlefield under your control this turn.
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Shake the Foundations
( 3)
Instant
Shake the Foundations deals 1 damage to each creature without flying. Draw a card.
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Shakedown Heavy
( 3)
Creature — Ogre Warrior
(6/4)
Menace Whenever Shakedown Heavy attacks, defending player may have you draw a card. If they do, untap Shakedown Heavy and remove it from combat.
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Shalai and Hallar
( 4)
Legendary Creature — Angel Elf
(3/3)
Flying, vigilance Whenever one or more +1/+1 counters are put on a creature you control, Shalai and Hallar deals that much damage to target opponent.
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Shambling Attendants
( 8)
Creature — Zombie
(3/5)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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