|
Strike It Rich
( 1)
Sorcery
Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Striking Sliver
( 1)
Creature — Sliver
(1/1)
Sliver creatures you control have first strike. (They deal combat damage before creatures without first strike.)
|
|
|
String of Disappearances
( 1)
Instant
Return target creature to its owner's hand. Then that creature's controller may pay . If the player does, they may copy this spell and may choose a new target for that copy.
|
|
|
Strionic Resonator
( 2)
Artifact
, : Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")
|
|
|
Strip Bare
( 1)
Instant
Destroy all Auras and Equipment attached to target creature.
|
|
|
Strip Mine
( 0)
Land
: Add . , Sacrifice Strip Mine: Destroy target land.
|
|
|
Striped Bears
( 4)
Creature — Bear
(2/2)
When Striped Bears enters, draw a card.
|
|
|
Striped Riverwinder
( 7)
Creature — Serpent
(5/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Cycling (, Discard this card: Draw a card.)
|
|
|
Strix Lookout
( 2)
Creature — Bird
(1/2)
Flying, vigilance (Attacking doesn't cause this creature to tap.) , : Draw a card, then discard a card.
|
|
|
Strix Serenade
( 1)
Instant
Counter target artifact, creature, or planeswalker spell. Its controller creates a 2/2 blue Bird creature token with flying.
|
|
|
Strixhaven Stadium
( 3)
Artifact
: Add . Put a point counter on Strixhaven Stadium. Whenever a creature deals combat damage to you, remove a point counter from Strixhaven Stadium. Whenever a creature you control deals combat damage to an opponent, put a point counter on Strixhaven Stadium. Then if it has ten or more point counters on it, remove them all and that player loses the game.
|
|
|
Stroke of Midnight
( 3)
Instant
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
|
|
|
Stromkirk Bloodthief
( 3)
Creature — Vampire Rogue
(2/2)
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
|
|
|
Stromkirk Captain
( 3)
Creature — Vampire Soldier
(2/2)
First strike Other Vampire creatures you control get +1/+1 and have first strike.
|
|
|
Stromkirk Condemned
( 2)
Creature — Vampire Horror
(2/2)
Discard a card: Vampires you control get +1/+1 until end of turn. Activate only once each turn.
|
|
|
Stromkirk Mentor
( 4)
Creature — Vampire Soldier
(4/2)
When Stromkirk Mentor enters, put a +1/+1 counter on another target Vampire you control.
|
|
|
Stromkirk Noble
( 1)
Creature — Vampire Noble
(1/1)
This creature can't be blocked by Humans. Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
|
|
|
Stromkirk Occultist
( 3)
Creature — Vampire Horror
(3/2)
Trample Whenever Stromkirk Occultist deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. 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.)
|
|
|
Stromkirk Patrol
( 5)
Creature — Vampire Soldier
(4/3)
Whenever Stromkirk Patrol deals combat damage to a player, put a +1/+1 counter on it.
|
|
|
Strong, the Brutish Thespian
( 6)
Legendary Creature — Mutant Berserker
(7/7)
Ward Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong. You gain life rather than lose life from radiation.
|
|
|
Strongarm Tactics
( 2)
Sorcery
Each player discards a card. Then each player who didn't discard a creature card this way loses 4 life.
|
|
|
Strongbox Raider
( 4)
Creature — Orc Pirate
(5/2)
Raid — When this creature enters, if you attacked this turn, exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
|
|
|
Stronghold Assassin
( 3)
Creature — Phyrexian Zombie Assassin
(2/1)
, Sacrifice a creature: Destroy target nonblack creature.
|
|
|
Stronghold Gambit
( 2)
Sorcery
Each player chooses a card in their hand. Then each player reveals their chosen card. The owner of each creature card revealed this way with the lowest mana value puts it onto the battlefield.
|
|
|
Stronghold Zeppelin
( 4)
Creature — Human
(3/3)
Flying Stronghold Zeppelin can block only creatures with flying.
|
|
|
Structural Distortion
( 4)
Sorcery
Exile target artifact or land. Structural Distortion deals 2 damage to that permanent's controller.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
Stubborn Burrowfiend
( 2)
Creature — Badger Beast Mount
(2/2)
Whenever Stubborn Burrowfiend becomes saddled for the first time each turn, mill two cards, then Stubborn Burrowfiend gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
|
|
|
Stubborn Denial
( 1)
Instant
Counter target noncreature spell unless its controller pays . Ferocious — If you control a creature with power 4 or greater, counter that spell instead.
|
|
|
Student of Elements
( 2)
Creature — Human Wizard
(1/1)
When Student of Elements has flying, flip it.
|
|
|
Student of Ojutai
( 4)
Creature — Human Monk
(2/4)
Whenever you cast a noncreature spell, you gain 2 life.
|
|
|
Stun Sniper
( 2)
Creature — Human Archer
(1/1)
, : Stun Sniper deals 1 damage to target creature. Tap that creature.
|
|
|
Stunning Reversal
( 4)
Instant
The next time you would lose the game this turn, instead draw seven cards and your life total becomes 1. Exile Stunning Reversal.
|
|
|
Stunning Strike
( 3)
Enchantment — Aura
Flash Enchant creature When Stunning Strike enters, tap enchanted creature and remove it from combat. As long as enchanted creature isn't legendary, it doesn't untap during its controller's untap step.
|
|
|
Stupefying Touch
( 2)
Enchantment — Aura
Enchant creature When Stupefying Touch enters, draw a card. Enchanted creature's activated abilities can't be activated.
|
|
|
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.
|
|
|
Sturmgeist
( 5)
Creature — Spirit
(*/*)
Flying Sturmgeist's power and toughness are each equal to the number of cards in your hand. Whenever Sturmgeist deals combat damage to a player, draw a card.
|
|
|
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.)
|
|
|
Subira, Tulzidi Caravanner
( 3)
Legendary Creature — Human Shaman
(2/3)
Haste : Another target creature with power 2 or less can't be blocked this turn. , , Discard your hand: Until end of turn, whenever a creature you control with power 2 or less deals combat damage to a player, draw a card.
|
|
|
Sublime Archangel
( 4)
Creature — Angel
(4/3)
Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)
|
|
|
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.
|
|
|
Sublime Exhalation
( 7)
Sorcery
Undaunted (This spell costs less to cast for each opponent.) Destroy all creatures.
|
|
|
Subterranean Spirit
( 5)
Creature — Elemental Spirit
(3/3)
Protection from red : Subterranean Spirit deals 1 damage to each creature without flying.
|
|
|
Subtle Strike
( 2)
Instant
Choose one or both — • Target creature gets -1/-1 until end of turn. • Put a +1/+1 counter on target creature.
|
|
|
Subversion
( 5)
Enchantment
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
|
|
|
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."
|
|
|
Su-Chi
( 4)
Artifact Creature — Construct
(4/4)
|
|
|
Su-Chi Cave Guard
( 8)
Artifact Creature — Construct
(8/8)
Vigilance Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When Su-Chi Cave Guard dies, add eight . Until end of turn, you don't lose this mana as steps and phases end.
|
|
|
Sudden Demise
( 1)
Sorcery
Choose a color. Sudden Demise deals X damage to each creature of the chosen color.
|
|
|
Sudden Disappearance
( 6)
Sorcery
Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.
|
|
|
Sudden Edict
( 2)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Target player sacrifices a creature of their choice.
|
|
|
Sudden Impact
( 4)
Instant
Sudden Impact deals damage to target player equal to the number of cards in that player's hand.
|
|
|
Sudden Insight
( 6)
Instant
Draw a card for each different mana value among nonland cards in your graveyard.
|
|
|
Sudden Reclamation
( 4)
Instant
Mill four cards, then return a creature card and a land card from your graveyard to your hand.
|
|
|
Sudden Salvation
( 4)
Instant
Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners' control. You draw a card for each opponent who controls one or more of those permanents.
|
|
|
Sudden Spinnerets
( 1)
Instant
Target creature gets +1/+3 until end of turn. Put a reach counter on it. Untap it.
|
|
|
Sudden Spoiling
( 3)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Until end of turn, creatures target player controls lose all abilities and have base power and toughness 0/2.
|
|
|
Sudden Substitution
( 4)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Exchange control of target noncreature spell and target creature. Then the spell's controller may choose new targets for it.
|
|
|
Suffocating Blast
( 4)
Instant
Counter target spell and Suffocating Blast deals 3 damage to target creature.
|
|
|
Suffocating Fumes
( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn. Cycling (, Discard this card: Draw a card.)
|
|
|
Suffocation
( 2)
Instant
Cast this spell only if you were dealt damage this turn by a red instant or sorcery spell. Suffocation deals 4 damage to the controller of the last red instant or sorcery spell that dealt damage to you this turn. Draw a card at the beginning of the next turn's upkeep.
|
|
|
Suicidal Charge
( 5)
Enchantment
Sacrifice Suicidal Charge: Creatures your opponents control get -1/-1 until end of turn. Those creatures attack this turn if able.
|
|
|
Suit Up
( 3)
Instant
Until end of turn, target creature or Vehicle becomes an artifact creature with base power and toughness 4/5. Draw a card.
|
|
|
Sulam Djinn
( 6)
Creature — Djinn
(6/6)
Trample Sulam Djinn gets -2/-2 as long as green is the most common color among all permanents or is tied for most common.
|
|
|
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.
|
|
|
Sulfuric Vapors
( 4)
Enchantment
If a red spell would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
|
|
|
Sulfuric Vortex
( 3)
Enchantment
At the beginning of each player's upkeep, Sulfuric Vortex deals 2 damage to that player. If a player would gain life, that player gains no life instead.
|
|
|
Sulfurous Mire
( 0)
Snow Land — Swamp Mountain
(: Add or .) Sulfurous Mire enters tapped.
|
|
|
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.)
|
|
|
Sultai Charm
( 3)
Instant
Choose one — • Destroy target monocolored creature. • Destroy target artifact or enchantment. • Draw two cards, then discard a card.
|
|
|
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.)
|
|
|
Sultai Flayer
( 4)
Creature — Snake Shaman
(3/4)
Whenever a creature you control with toughness 4 or greater dies, you gain 4 life.
|
|
|
Sultai Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has deathtouch as long as you control a green or blue permanent. (Any amount of damage it deals to a creature is enough to destroy it.)
|
|
|
Sultai Scavenger
( 6)
Creature — Bird Warrior
(3/3)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Flying
|
|
|
Sultai Skullkeeper
( 2)
Creature — Snake Shaman
(2/1)
When Sultai Skullkeeper enters, mill two cards.
|
|
|
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.
|
|
|
Summit Apes
( 4)
Creature — Ape
(5/2)
As long as you control a Mountain, Summit Apes has menace. (It can't be blocked except by two or more creatures.)
|
|
|
Summoning Station
( 7)
Artifact
: Create a 2/2 colorless Pincher creature token. Whenever an artifact is put into a graveyard from the battlefield, you may untap Summoning Station.
|
|
|
Summoning Trap
( 6)
Instant — Trap
If a creature spell you cast this turn was countered by a spell or ability an opponent controlled, you may pay rather than pay this spell's mana cost. Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.
|
|
|
Sun Sentinel
( 2)
Creature — Human Soldier
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
|
|
|
Sun Titan
( 6)
Creature — Giant
(6/6)
Vigilance Whenever Sun Titan enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
|
|
|
Sunbathing Rootwalla
( 2)
Creature — Lizard
(2/2)
Domain — : Until end of turn, Sunbathing Rootwalla gets +1/+1 for each basic land type among lands you control. Activate only once each turn.
|
|
|
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.
|
|
|
Sunbird Standard
( 3)
Artifact
: Add one mana of any color. Craft with one or more (, Exile this artifact, Exile one or more other permanents you control and/or cards from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
|
|
|
Sunbird's Invocation
( 6)
Enchantment
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
|
|
|