|
Scragnoth
( 5)
Creature — Beast
(3/4)
This spell can't be countered. Protection from blue
|
|
|
Scrapheap Scrounger
( 2)
Artifact Creature — Construct
(3/2)
Scrapheap Scrounger can't block. , Exile another creature card from your graveyard: Return Scrapheap Scrounger from your graveyard to the battlefield.
|
|
|
Scrapyard Mongrel
( 4)
Creature — Dog
(3/3)
As long as you control an artifact, Scrapyard Mongrel gets +2/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
|
|
|
Scrawling Crawler
( 3)
Artifact Creature — Phyrexian Construct
(3/2)
At the beginning of your upkeep, each player draws a card. Whenever an opponent draws a card, that player loses 1 life.
|
|
|
Screaming Fury
( 3)
Sorcery
Target creature gets +5/+0 and gains haste until end of turn.
|
|
|
Screaming Nemesis
( 3)
Creature — Spirit
(3/3)
Haste Whenever Screaming Nemesis is dealt damage, it deals that much damage to any other target. If a player is dealt damage this way, they can't gain life for the rest of the game.
|
|
|
Screaming Phantom
( 3)
Creature — Spirit
(2/2)
Flying Whenever Screaming Phantom attacks, mill a card. (Put the top card of your library into your graveyard.)
|
|
|
Screaming Seahawk
( 5)
Creature — Bird
(2/2)
Flying When Screaming Seahawk enters, you may search your library for a card named Screaming Seahawk, reveal it, put it into your hand, then shuffle.
|
|
|
Screaming Swarm
( 6)
Creature — Bird Horror
(4/4)
Flying Whenever you attack with one or more creatures, target player mills that many cards. (To mill a card, a player puts the top card of their library into their graveyard.) : Put Screaming Swarm from your graveyard into your library second from the top.
|
|
|
Screeching Bat
( 3)
Creature — Bat
(2/2)
Flying At the beginning of your upkeep, you may pay . If you do, transform Screeching Bat.
|
|
|
Screeching Buzzard
( 4)
Creature — Bird
(2/2)
Flying When Screeching Buzzard dies, each opponent discards a card.
|
|
|
Screeching Drake
( 4)
Creature — Drake
(2/2)
Flying When Screeching Drake enters, draw a card, then discard a card.
|
|
|
Screeching Griffin
( 4)
Creature — Griffin
(2/2)
Flying : Target creature can't block Screeching Griffin this turn.
|
|
|
Screeching Harpy
( 4)
Creature — Harpy Beast
(2/2)
Flying : Regenerate Screeching Harpy.
|
|
|
Screeching Phoenix
( 6)
Creature — Phoenix
(4/4)
Flying : Creatures you control get +1/+0 until end of turn.
|
|
|
Screeching Scorchbeast
( 6)
Creature — Bat Mutant
(5/5)
Flying, menace Whenever Screeching Scorchbeast attacks, each player gets two rad counters. Whenever one or more nonland cards are milled, you may create that many 2/2 black Zombie Mutant creature tokens. Do this only once each turn.
|
|
|
Screeching Silcaw
( 2)
Creature — Bird
(1/2)
Flying Metalcraft — Whenever Screeching Silcaw deals combat damage to a player, if you control three or more artifacts, that player mills four cards.
|
|
|
Screeching Skaab
( 2)
Creature — Zombie
(2/1)
When Screeching Skaab enters, mill two cards.
|
|
|
Screeching Sliver
( 1)
Creature — Sliver
(1/1)
All Slivers have ": Target player mills a card."
|
|
|
Scroll of Griselbrand
( 1)
Artifact
, Sacrifice Scroll of Griselbrand: Target opponent discards a card. If you control a Demon, that player loses 3 life.
|
|
|
Scroll of Origins
( 2)
Artifact
, : Draw a card if you have seven or more cards in hand.
|
|
|
Scrounge
( 3)
Sorcery
Target opponent chooses an artifact card in their graveyard. Put that card onto the battlefield under your control.
|
|
|
Scrounged Scythe
( 0)
Artifact — Equipment
Equipped creature gets +1/+1. As long as equipped creature is a Human, it has menace. (It can't be blocked except by two or more creatures.) Equip
|
|
|
Scrounger of Souls
( 5)
Creature — Horror
(3/4)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
|
|
|
Scrounging Bandar
( 2)
Creature — Cat Monkey
(0/0)
Scrounging Bandar enters with two +1/+1 counters on it. At the beginning of your upkeep, you may move any number of +1/+1 counters from Scrounging Bandar onto another target creature.
|
|
|
Scryb Ranger
( 2)
Creature — Faerie Ranger
(1/1)
Flash Flying, protection from blue Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.
|
|
|
Scrying Glass
( 2)
Artifact
, : Choose a number greater than 0 and a color. Target opponent reveals their hand. If that opponent reveals exactly the chosen number of cards of the chosen color, you draw a card.
|
|
|
Sculpting Steel
( 3)
Artifact
You may have Sculpting Steel enter as a copy of any artifact on the battlefield.
|
|
|
Scuttlegator
( 6)
Creature — Crab Turtle Crocodile
(6/6)
Defender : Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) As long as Scuttlegator has a +1/+1 counter on it, it can attack as though it didn't have defender.
|
|
|
Scuttling Butler
( 3)
Artifact Creature — Construct
(4/1)
At the beginning of combat on your turn, if you control two or more multicolored permanents, Scuttling Butler gains double strike until end of turn.
|
|
|
Scuttling Death
( 5)
Creature — Spirit
(4/2)
Sacrifice Scuttling Death: Target creature gets -1/-1 until end of turn. Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
|
|
|
Scuttling Doom Engine
( 6)
Artifact Creature — Construct
(6/6)
Scuttling Doom Engine can't be blocked by creatures with power 2 or less. When Scuttling Doom Engine dies, it deals 6 damage to target opponent or planeswalker.
|
|
|
Scuttling Sentinel
( 3)
Creature — Crab Elf
(3/2)
Flash Vigilance When Scuttling Sentinel enters, put a +1/+1 counter on another target creature you control. Until end of turn, that creature becomes a blue Crab in addition to its other types and gains hexproof. (It can't be the target of spells or abilities your opponents control.)
|
|
|
Scuttling Sliver
( 3)
Creature — Sliver Trilobite
(2/2)
Sliver creatures you control have ": Untap this creature."
|
|
|
Scythe Tiger
( 1)
Creature — Cat
(3/2)
Shroud (This creature can't be the target of spells or abilities.) When Scythe Tiger enters, sacrifice it unless you sacrifice a land.
|
|
|
Sea Gate
( 0)
Land — Gate
Sea Gate enters tapped. As Sea Gate enters, choose a color other than blue. : Add or one mana of the chosen color.
|
|
|
Sea Gate Banneret
( 1)
Creature — Kor Warrior
(1/2)
: Creatures you control get +1/+1 until end of turn.
|
|
|
Sea Gate Colossus
( 7)
Artifact Creature — Golem Warrior
(7/5)
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
|
|
|
Sea Gate Loremaster
( 5)
Creature — Merfolk Wizard Ally
(1/3)
: Draw a card for each Ally you control.
|
|
|
Sea Gate Oracle
( 3)
Creature — Human Wizard
(1/3)
When Sea Gate Oracle enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
|
|
|
Sea Gate Restoration
( 7)
Sorcery
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
|
|
|
Sea Gate Stormcaller
( 2)
Creature — Human Wizard
(2/1)
Kicker When Sea Gate Stormcaller enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If Sea Gate Stormcaller was kicked, copy that spell twice instead. You may choose new targets for the copies.
|
|
|
Sea Gate, Reborn
( 0)
Land
As Sea Gate, Reborn enters, you may pay 3 life. If you don't, it enters tapped. : Add .
|
|
|
Sea God's Revenge
( 6)
Sorcery
Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
|
|
|
Sea God's Scorn
( 6)
Sorcery
Return up to three target creatures and/or enchantments to their owners' hands.
|
|
|
Sea Hag
( 5)
Creature — Hag
(3/5)
When Sea Hag enters, creatures your opponents control get -4/-0 until end of turn.
|
|
|
Sea Legs
( 1)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.
|
|
|
Seafaring Werewolf
( 0)
Creature — Werewolf
(2/1)
Seafaring Werewolf can't be blocked. Whenever Seafaring Werewolf deals combat damage to a player, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
|
|
|
Seal of Cleansing
( 2)
Enchantment
Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.
|
|
|
Seal of Strength
( 1)
Enchantment
Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn.
|
|
|
Seal of the Guildpact
( 5)
Artifact
As Seal of the Guildpact enters, choose two colors. Each spell you cast costs less to cast for each of the chosen colors it is.
|
|
|
Search for Glory
( 3)
Snow Sorcery
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each spent to cast this spell. ( is mana from a snow source.)
|
|
|
Searchlight Companion
( 3)
Artifact Creature — Drone
(1/1)
Flying When Searchlight Companion enters, create a 1/1 colorless Spirit creature token.
|
|
|
Searchlight Geist
( 3)
Creature — Spirit
(2/1)
Flying : Searchlight Geist gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
|
|
|
Searing Barb
( 3)
Sorcery
Searing Barb deals 2 damage to any target. If it's a creature, it can't block this turn. Incubate 1. (Create an Incubator token with a +1/+1 counter on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
|
|
|
Searing Barrage
( 5)
Instant
Searing Barrage deals 5 damage to target creature. Adamant — If at least three red mana was spent to cast this spell, Searing Barrage deals 3 damage to that creature's controller.
|
|
|
Searing Blaze
( 2)
Instant
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls. Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
|
|
|
Searing Blood
( 2)
Instant
Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller.
|
|
|
Searing Flesh
( 7)
Sorcery
Searing Flesh deals 7 damage to target opponent or planeswalker.
|
|
|
Searing Light
( 1)
Instant
Destroy target attacking or blocking creature with power 2 or less.
|
|
|
Searing Meditation
( 3)
Enchantment
Whenever you gain life, you may pay . If you do, Searing Meditation deals 2 damage to any target.
|
|
|
Searing Rays
( 3)
Sorcery
Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.
|
|
|
Searing Spear
( 2)
Instant
Searing Spear deals 3 damage to any target.
|
|
|
Searing Spear Askari
( 3)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) : Searing Spear Askari gains menace until end of turn. (It can't be blocked except by two or more creatures.)
|
|
|
Searing Touch
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Searing Touch deals 1 damage to any target.
|
|
|
Searing Wind
( 9)
Instant
Searing Wind deals 10 damage to any target.
|
|
|
Searslicer Goblin
( 2)
Creature — Goblin Warrior
(2/1)
Raid — At the beginning of your end step, if you attacked this turn, create a 1/1 red Goblin creature token.
|
|
|
Seasinger
( 3)
Creature — Merfolk
(0/1)
When you control no Islands, sacrifice Seasinger. You may choose not to untap Seasinger during your untap step. : Gain control of target creature whose controller controls an Island for as long as you control Seasinger and Seasinger remains tapped.
|
|
|
Season of Growth
( 2)
Enchantment
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Whenever you cast a spell that targets a creature you control, draw a card.
|
|
|
Seasoned Dungeoneer
( 4)
Creature — Human Warrior
(3/4)
When Seasoned Dungeoneer enters, you take the initiative. Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
|
|
|
Seasoned Warrenguard
( 1)
Creature — Rabbit Warrior
(1/2)
Whenever Seasoned Warrenguard attacks while you control a token, Seasoned Warrenguard gets +2/+0 until end of turn.
|
|
|
Secluded Glen
( 0)
Land
As Secluded Glen enters, you may reveal a Faerie card from your hand. If you don't, Secluded Glen enters tapped. : Add or .
|
|
|
Second Guess
( 2)
Instant
Counter target spell that's the second spell cast this turn.
|
|
|
Second Sight
( 3)
Instant
Choose one — • Look at the top five cards of target opponent's library, then put them back in any order. • Look at the top five cards of your library, then put them back in any order. Entwine (Choose both if you pay the entwine cost.)
|
|
|
Secret Salvage
( 5)
Sorcery
Exile target nonland card from your graveyard. Search your library for any number of cards with the same name as that card, reveal them, put them into your hand, then shuffle.
|
|
|
Secrets of the Golden City
( 3)
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead.
|
|
|
Sedge Scorpion
( 1)
Creature — Scorpion
(1/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
|
|
|
Sedge Sliver
( 3)
Creature — Sliver
(2/2)
All Sliver creatures have "This creature gets +1/+1 as long as you control a Swamp." All Slivers have ": Regenerate this permanent." (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
|
|
|
Sedge Troll
( 3)
Creature — Troll
(2/2)
Sedge Troll gets +1/+1 as long as you control a Swamp. : Regenerate Sedge Troll.
|
|
|
Sedgemoor Witch
( 3)
Creature — Human Warlock
(3/2)
Menace Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.) Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
|
|
|
Seed Guardian
( 4)
Creature — Elemental
(3/4)
Reach When Seed Guardian dies, create an X/X green Elemental creature token, where X is the number of creature cards in your graveyard.
|
|
|
Seedglaive Mentor
( 3)
Creature — Mouse Soldier
(3/2)
Vigilance, haste Valiant — Whenever Seedglaive Mentor becomes the target of a spell or ability you control for the first time each turn, put a +1/+1 counter on it.
|
|
|
Seedguide Ash
( 5)
Creature — Treefolk Druid
(4/4)
When Seedguide Ash dies, you may search your library for up to three Forest cards, put them onto the battlefield tapped, then shuffle.
|
|
|
Seedling Charm
( 1)
Instant
Choose one — • Return target Aura attached to a creature to its owner's hand. • Regenerate target green creature. • Target creature gains trample until end of turn.
|
|
|
Seeds of Strength
( 2)
Instant
Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn.
|
|
|
Seek New Knowledge
( 2)
Instant
Seek two nonland cards, then put a card from your hand on the bottom of your library.
|
|
|