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Sadistic Shell Game
( 5)
Sorcery
Starting with the next opponent in turn order, each player chooses a creature you don't control. Destroy the chosen creatures.
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Safana, Calimport Cutthroat
( 3)
Legendary Creature — Human Rogue
(3/2)
Menace At the beginning of your end step, if you have the initiative, create a Treasure token. Create three of those tokens instead if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)
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Safehold Duo
( 4)
Creature — Elf Warrior Shaman
(2/4)
Whenever you cast a green spell, Safehold Duo gets +1/+1 until end of turn. Whenever you cast a white spell, Safehold Duo gains vigilance until end of turn.
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Safehold Elite
( 2)
Creature — Elf Scout
(2/2)
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Sage of Ancient Lore
( 5)
Creature — Human Shaman Werewolf
(*/*)
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand. When Sage of Ancient Lore enters, draw a card. At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.
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Sage of Fables
( 3)
Creature — Merfolk Wizard
(2/2)
Each other Wizard creature you control enters with an additional +1/+1 counter on it. , Remove a +1/+1 counter from a creature you control: Draw a card.
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Sage of Lat-Nam
( 2)
Creature — Human Artificer
(1/2)
, Sacrifice an artifact: Draw a card.
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Sage of the Falls
( 5)
Creature — Merfolk Wizard
(2/5)
Whenever Sage of the Falls or another non-Human creature you control enters, you may draw a card. If you do, discard a card.
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Sage of the Unknowable
( 2)
Creature — Human Wizard
(0/4)
: Add . Spend this mana only to cast a colorless spell or to activate an ability.
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Sage Owl
( 2)
Creature — Bird
(1/1)
Flying When Sage Owl enters, look at the top four cards of your library, then put them back in any order.
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Sage's Knowledge
( 3)
Sorcery
Return target sorcery card from your graveyard to your hand.
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Sagittars' Volley
( 3)
Instant
Destroy target creature with flying. Sagittars' Volley deals 1 damage to each creature with flying your opponents control.
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Saheeli Rai
( 3)
Legendary Planeswalker — Saheeli
(3)
+1: Scry 1. Saheeli Rai deals 1 damage to each opponent. −2: Create a token that's a copy of target artifact or creature you control, except it's an artifact in addition to its other types. That token gains haste. Exile it at the beginning of the next end step. −7: Search your library for up to three artifact cards with different names, put them onto the battlefield, then shuffle.
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Saheeli, Filigree Master
( 4)
Legendary Planeswalker — Saheeli
(3)
+1: Scry 1. You may tap an untapped artifact you control. If you do, draw a card. −2: Create two 1/1 colorless Thopter artifact creature tokens with flying. They gain haste until end of turn. −4: You get an emblem with "Artifact creatures you control get +1/+1" and "Artifact spells you cast cost less to cast."
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Saheeli, Sublime Artificer
( 3)
Legendary Planeswalker — Saheeli
(5)
Whenever you cast a noncreature spell, create a 1/1 colorless Servo artifact creature token. −2: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
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Saheeli, the Gifted
( 4)
Legendary Planeswalker — Saheeli
(4)
+1: Create a 1/1 colorless Servo artifact creature token. +1: The next spell you cast this turn costs less to cast for each artifact you control as you cast it. −7: For each artifact you control, create a token that's a copy of it. Those tokens gain haste. Exile those tokens at the beginning of the next end step. Saheeli, the Gifted can be your commander.
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Saheeli's Artistry
( 6)
Sorcery
Choose one or both — • Create a token that's a copy of target artifact. • Create a token that's a copy of target creature, except it's an artifact in addition to its other types.
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Saheeli's Directive
( 3)
Sorcery
Improvise (Each artifact you tap after you're done activating mana abilities pays for .) Reveal the top X cards of your library. You may put any number of artifact cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
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Saheeli's Silverwing
( 4)
Artifact Creature — Drake
(2/3)
Flying When Saheeli's Silverwing enters, look at the top card of target opponent's library.
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Sail into the West
( 4)
Instant
Will of the council — Starting with you, each player votes for return or embark. If return gets more votes, each player returns up to two cards from their graveyard to their hand, then you exile Sail into the West. If embark gets more votes or the vote is tied, each player may discard their hand and draw seven cards.
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Sailmonger
( 4)
Creature — Human Monger
(3/3)
: Target creature gains flying until end of turn. Any player may activate this ability.
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Sailor of Means
( 3)
Creature — Human Pirate
(1/4)
When Sailor of Means enters, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Sailors' Bane
( 9)
Creature — Dragon Turtle
(7/7)
This spell costs less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure. Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Saint Traft and Rem Karolus
( 3)
Legendary Creature — Spirit Human
(3/4)
Whenever Saint Traft and Rem Karolus becomes tapped, create a 1/1 red Human creature token if this is the first time this ability has resolved this turn. If it's the second time, create a 1/1 blue Spirit creature token with flying. If it's the third time, create a 4/4 white Angel creature token with flying. Whenever you cast a spell that has convoke, untap Saint Traft and Rem Karolus.
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Sakashima's Will
( 4)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target opponent chooses a creature they control. You gain control of it. • Choose a creature you control. Each other creature you control becomes a copy of that creature until end of turn.
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Sakura-Tribe Elder
( 2)
Creature — Snake Shaman
(1/1)
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Sakura-Tribe Springcaller
( 4)
Creature — Snake Shaman
(2/4)
At the beginning of your upkeep, add . Until end of turn, you don't lose this mana as steps and phases end.
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Salivating Gremlins
( 3)
Creature — Gremlin
(2/3)
Whenever an artifact you control enters, Salivating Gremlins gets +2/+0 and gains trample until end of turn.
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Sally Sparrow
( 4)
Legendary Creature — Human Detective
(2/3)
You may cast creature spells as though they had flash. Whenever one or more other creatures you control leave the battlefield, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Salt Marsh
( 0)
Land
Salt Marsh enters tapped. : Add or .
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Salt Road Quartermasters
( 3)
Creature — Human Soldier
(1/1)
Salt Road Quartermasters enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Salt Road Quartermasters: Put a +1/+1 counter on target creature.
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Saltblast
( 5)
Sorcery
Destroy target nonwhite permanent.
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Saltfield Recluse
( 3)
Creature — Human Rebel Cleric
(1/2)
: Target creature gets -2/-0 until end of turn.
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Saltskitter
( 4)
Creature — Wurm
(3/4)
Whenever another creature enters, exile Saltskitter. Return Saltskitter to the battlefield under its owner's control at the beginning of the next end step.
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Saltwater Stalwart
( 4)
Creature — Merfolk Warrior
(2/4)
Whenever Saltwater Stalwart deals damage to an opponent, target player draws a card.
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Salvage
( 1)
Sorcery
Put target card from your graveyard on top of your library.
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Salvage Drone
( 1)
Creature — Eldrazi Drone
(1/1)
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) When Salvage Drone dies, you may draw a card. If you do, discard a card.
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Salvage Scout
( 1)
Creature — Human Scout
(1/1)
, Sacrifice Salvage Scout: Return target artifact card from your graveyard to your hand.
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Salvage Scuttler
( 5)
Creature — Crab
(4/4)
Whenever Salvage Scuttler attacks, return an artifact you control to its owner's hand.
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Salvage Slasher
( 2)
Artifact Creature — Human Rogue
(1/1)
Salvage Slasher gets +1/+0 for each artifact card in your graveyard.
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Salvage Titan
( 6)
Artifact Creature — Golem
(6/4)
You may sacrifice three artifacts rather than pay this spell's mana cost. Exile three artifact cards from your graveyard: Return Salvage Titan from your graveyard to your hand.
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Salvaged Manaworker
( 2)
Artifact Creature — Construct
(1/3)
: Add one mana of any color. Activate only once each turn.
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Salvager of Ruin
( 3)
Artifact Creature — Construct
(2/1)
Sacrifice Salvager of Ruin: Choose target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand.
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Salvager of Secrets
( 5)
Creature — Merfolk Wizard
(2/2)
When Salvager of Secrets enters, return target instant or sorcery card from your graveyard to your hand.
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Salvaging Station
( 6)
Artifact
: Return target noncreature artifact card with mana value 1 or less from your graveyard to the battlefield. Whenever a creature dies, you may untap Salvaging Station.
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Salvation Colossus
( 8)
Artifact Creature — Construct
(9/9)
Flying, vigilance, trample Whenever you attack, other creatures you control get +2/+2 and gain indestructible until end of turn. Unearth—Pay eight . (Pay eight energy counters: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Salvation Swan
( 4)
Creature — Bird Cleric
(3/3)
Flash Flying Whenever Salvation Swan or another Bird you control enters, exile up to one target creature you control without flying. Return it to the battlefield under its owner's control with a flying counter on it at the beginning of the next end step.
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Sam, Loyal Attendant
( 3)
Legendary Creature — Halfling Peasant
(2/4)
Partner with Frodo, Adventurous Hobbit (When this creature enters, target player may put Frodo into their hand from their library, then shuffle.) At the beginning of combat on your turn, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") Activated abilities of Foods you control cost less to activate.
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Samite Blessing
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has ": The next time a source of your choice would deal damage to target creature this turn, prevent that damage."
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Samite Elder
( 3)
Creature — Human Cleric
(1/2)
: Creatures you control gain protection from the colors of target permanent you control until end of turn.
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Samite Healer
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Samite Herbalist
( 2)
Creature — Human Cleric
(2/1)
Whenever Samite Herbalist becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Samite Pilgrim
( 2)
Creature — Human Cleric
(1/1)
Domain — : Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.
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Sample Collector
( 3)
Creature — Troll Detective
(2/3)
Whenever Sample Collector attacks, you may collect evidence 3. When you do, put a +1/+1 counter on target creature you control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
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Samurai of the Pale Curtain
( 2)
Creature — Fox Samurai
(2/2)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) If a permanent would be put into a graveyard, exile it instead.
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Sanctifier of Souls
( 4)
Creature — Human Cleric
(2/3)
Whenever another creature you control enters, Sanctifier of Souls gets +1/+1 until end of turn. , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.
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Sanctuary Blade
( 2)
Artifact — Equipment
As Sanctuary Blade becomes attached to a creature, choose a color. Equipped creature gets +2/+0 and has protection from the last chosen color. Equip
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Sanctuary Lockdown
( 3)
Enchantment
Humans you control get +1/+1. , Tap two untapped Humans you control: Tap target creature an opponent controls.
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Sanctuary Wall
( 2)
Artifact Creature — Wall
(0/4)
Defender , : Tap target creature. You may put a stun counter on it. If you do, put a stun counter on Sanctuary Wall. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Sanctum Gargoyle
( 4)
Artifact Creature — Gargoyle
(2/3)
Flying When Sanctum Gargoyle enters, you may return target artifact card from your graveyard to your hand.
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Sanctum of All
( 5)
Legendary Enchantment — Shrine
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle. If an ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
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Sanctum of Calm Waters
( 4)
Legendary Enchantment — Shrine
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
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Sanctum of Fruitful Harvest
( 3)
Legendary Enchantment — Shrine
At the beginning of your first main phase, add X mana of any one color, where X is the number of Shrines you control.
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Sanctum Plowbeast
( 6)
Artifact Creature — Beast
(3/6)
Defender Plainscycling , islandcycling (, Discard this card: Search your library for a Plains or Island card, reveal it, put it into your hand, then shuffle.)
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Sanctum Prelate
( 3)
Creature — Human Cleric
(2/2)
As Sanctum Prelate enters, choose a number. Noncreature spells with mana value equal to the chosen number can't be cast.
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Sand Golem
( 5)
Artifact Creature — Golem
(3/3)
When a spell or ability an opponent controls causes you to discard Sand Golem, return Sand Golem from your graveyard to the battlefield with a +1/+1 counter on it at the beginning of the next end step.
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Sand Silos
( 0)
Land
Sand Silos enters tapped. You may choose not to untap Sand Silos during your untap step. At the beginning of your upkeep, if Sand Silos is tapped, put a storage counter on it. , Remove any number of storage counters from Sand Silos: Add for each storage counter removed this way.
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Sand Strangler
( 4)
Creature — Beast
(3/3)
When Sand Strangler enters, if you control a Desert or there is a Desert card in your graveyard, you may have Sand Strangler deal 3 damage to target creature.
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Sandals of Abdallah
( 4)
Artifact
, : Target creature gains islandwalk until end of turn. When that creature dies this turn, destroy Sandals of Abdallah. (A creature with islandwalk can't be blocked as long as defending player controls an Island.)
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Sandbar Crocodile
( 5)
Creature — Crocodile
(6/5)
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Sandbar Merfolk
( 1)
Creature — Merfolk
(1/1)
Cycling (, Discard this card: Draw a card.)
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Sandblast
( 3)
Instant
Sandblast deals 5 damage to target attacking or blocking creature.
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Sandstalker Moloch
( 3)
Creature — Lizard
(4/2)
Flash When Sandstalker Moloch enters, if an opponent cast a blue and/or black spell this turn, look at the top four cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Sandstone Deadfall
( 3)
Artifact
, Sacrifice two lands and Sandstone Deadfall: Destroy target attacking creature.
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Sandstone Needle
( 0)
Land
Sandstone Needle enters tapped with two depletion counters on it. , Remove a depletion counter from Sandstone Needle: Add . If there are no depletion counters on Sandstone Needle, sacrifice it.
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Sandstone Oracle
( 7)
Artifact Creature — Sphinx
(4/4)
Flying When Sandstone Oracle enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
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Sandstorm Eidolon
( 4)
Creature — Spirit
(2/2)
, Sacrifice Sandstorm Eidolon: Target creature can't block this turn. Whenever you cast a multicolored spell, you may return Sandstorm Eidolon from your graveyard to your hand.
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Sandstorm Salvager
( 3)
Creature — Human Artificer
(1/1)
When Sandstorm Salvager enters, create a 3/3 colorless Golem artifact creature token. , : Put a +1/+1 counter on each creature token you control. They gain trample until end of turn.
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Sandswirl Wanderglyph
( 0)
Artifact Creature — Golem
(5/3)
Flying Whenever an opponent casts a spell during their turn, they can't attack you or planeswalkers you control this turn. Each opponent who attacked you or a planeswalker you control this turn can't cast spells.
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Sangrite Backlash
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/-3.
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Sanguine Evangelist
( 3)
Creature — Vampire Cleric
(2/1)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) When Sanguine Evangelist enters or dies, create a 1/1 black Bat creature token with flying.
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Sanguine Glorifier
( 4)
Creature — Vampire Cleric
(3/3)
When Sanguine Glorifier enters, put a +1/+1 counter on another target Vampire you control.
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Sanguine Indulgence
( 4)
Sorcery
This spell costs less to cast if you've gained 3 or more life this turn. Return up to two target creature cards from your graveyard to your hand.
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Sanitarium Skeleton
( 1)
Creature — Skeleton
(1/2)
: Return Sanitarium Skeleton from your graveyard to your hand.
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Sanwell, Avenger Ace
( 2)
Legendary Creature — Human Pilot
(3/1)
As long as an artifact creature you control is attacking, prevent all damage that would be dealt to Sanwell, Avenger Ace. Whenever Sanwell becomes tapped, exile the top six cards of your library. You may cast a Vehicle or artifact creature spell from among them. Then put the rest on the bottom of your library in a random order.
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Sap Vitality
( 2)
Instant
Sap Vitality deals 3 damage to target creature or planeswalker. Choose a creature card in your hand. It perpetually gets +3/+0.
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