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Smelt//Herd//Saw (playtest)
( 1)
Instant
Destroy target artifact. // Herd Sorcery Create three 2/2 green Elk creature tokens. // Saw Sorcery Destroy target creature. Its controller creates two 1/2 red Half creature tokens.
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Smelted Chargebug
( 2)
Artifact Creature — Insect
(1/3)
Menace When Smelted Chargebug enters, you get (two energy counters). Whenever Smelted Chargebug attacks, you may pay . If you do, another target attacking creature gets +1/+0 and gains menace until end of turn.
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Smelting Vat
( 4)
Artifact
, , Sacrifice another artifact: Reveal the top eight cards of your library. Put up to two noncreature artifact cards with total mana value less than or equal to the sacrificed artifact's mana value from among them onto the battlefield and the rest on the bottom of your library in a random order.
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Smelt-Ward Gatekeepers
( 4)
Creature — Human Warrior
(2/4)
When Smelt-Ward Gatekeepers enters, if you control two or more Gates, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
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Smelt-Ward Ignus
( 2)
Creature — Elemental
(2/1)
, Sacrifice Smelt-Ward Ignus: Gain control of target creature with power 3 or less until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
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Smelt-Ward Minotaur
( 3)
Creature — Minotaur Warrior
(2/3)
Whenever you cast an instant or sorcery spell, target creature an opponent controls can't block this turn.
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Smirking Spelljacker
( 5)
Creature — Djinn Wizard Rogue
(3/3)
Flash Flying When Smirking Spelljacker enters, exile target spell an opponent controls. Whenever Smirking Spelljacker attacks, if a card is exiled with it, you may cast the exiled card without paying its mana cost.
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Smite the Deathless
( 2)
Instant
Smite the Deathless deals 3 damage to target creature. That creature loses indestructible until end of turn. If that creature would die this turn, exile it instead.
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Smiting Helix
( 4)
Sorcery
Smiting Helix deals 3 damage to any target and you gain 3 life. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Smog Elemental
( 6)
Creature — Elemental
(3/3)
Flying Creatures with flying your opponents control get -1/-1.
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Smoke Teller
( 2)
Creature — Human Shaman
(2/2)
: Look at target face-down creature.
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Smoky Lounge // Misty Salon (Smoky Lounge)
( 3)
Enchantment — Room
At the beginning of your first main phase, add . Spend this mana only to cast Room spells and unlock doors. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Smolder Initiate
( 1)
Creature — Elemental Shaman
(1/1)
Whenever a player casts a black spell, you may pay . If you do, target player loses 1 life.
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Smoldering Butcher
( 4)
Creature — Elemental Warrior
(4/2)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Smoldering Crater
( 0)
Land
Smoldering Crater enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Smoldering Efreet
( 2)
Creature — Efreet Monk
(2/2)
When Smoldering Efreet dies, it deals 2 damage to you.
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Smoldering Egg
( 2)
Creature — Dragon Egg
(0/4)
Defender Whenever you cast an instant or sorcery spell, put a number of ember counters on Smoldering Egg equal to the amount of mana spent to cast that spell. Then if Smoldering Egg has seven or more ember counters on it, remove them and transform Smoldering Egg.
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Smoldering Marsh
( 0)
Land — Swamp Mountain
(: Add or .) Smoldering Marsh enters tapped unless you control two or more basic lands.
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Smoldering Spires
( 0)
Land
Smoldering Spires enters tapped. When Smoldering Spires enters, target creature can't block this turn. : Add .
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Smoldering Stagecoach
( 4)
Artifact — Vehicle
(*/5)
Smoldering Stagecoach's power is equal to the number of instant and sorcery cards in your graveyard. Whenever Smoldering Stagecoach attacks, the next instant spell and the next sorcery spell you cast this turn each have cascade. Crew 2
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Smoldering Tar
( 4)
Enchantment
At the beginning of your upkeep, target player loses 1 life. Sacrifice Smoldering Tar: It deals 4 damage to target creature. Activate only as a sorcery.
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Smoldering Werewolf
( 4)
Creature — Werewolf Horror
(3/2)
When Smoldering Werewolf enters, it deals 1 damage to each of up to two target creatures. : Transform Smoldering Werewolf.
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Smuggler Captain
( 4)
Creature — Human Pirate
(2/2)
Draft Smuggler Captain face up. As you draft a card, you may reveal it, note its name, then turn Smuggler Captain face down. When Smuggler Captain enters, you may search your library for a card with a name you noted for cards named Smuggler Captain, reveal it, put it into your hand, then shuffle.
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Smuggler's Buggy
( 4)
Artifact — Vehicle
(5/5)
Hideaway 4 (When this artifact enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever Smuggler's Buggy deals combat damage to a player, you may cast the exiled card without paying its mana cost. If you do, return Smuggler's Buggy to its owner's hand. Crew 2
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Smuggler's Copter
( 2)
Artifact — Vehicle
(3/3)
Flying Whenever Smuggler's Copter attacks or blocks, you may draw a card. If you do, discard a card. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Smuggler's Share
( 3)
Enchantment
At the beginning of each end step, draw a card for each opponent who drew two or more cards this turn, then create a Treasure token for each opponent who had two or more lands enter the battlefield under their control this turn.
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Smuggler's Surprise
( 1)
Instant
Spree (Choose one or more additional costs.) + — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand. + — You may put up to two creature cards from your hand onto the battlefield. + — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
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Snake Cult Initiation
( 4)
Enchantment — Aura
Enchant creature Enchanted creature has poisonous 3. (Whenever it deals combat damage to a player, that player gets three poison counters. A player with ten or more poison counters loses the game.)
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Snake of the Golden Grove
( 5)
Creature — Snake
(4/4)
Tribute 3 (As this creature enters, an opponent of your choice may put three +1/+1 counters on it.) When Snake of the Golden Grove enters, if tribute wasn't paid, you gain 4 life.
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Snakeskin Veil
( 1)
Instant
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Snap Judgment (playtest)
( 5)
Instant
The player who wins this game also wins the match. (A player may concede the game at any time. If the game ends while this spell is on the stack, it never resolves.) Cycling
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Snapping Gnarlid
( 2)
Creature — Beast
(2/2)
Landfall — Whenever a land you control enters, Snapping Gnarlid gets +1/+1 until end of turn.
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Snapping Sailback
( 5)
Creature — Dinosaur
(4/4)
Flash Enrage — Whenever Snapping Sailback is dealt damage, put a +1/+1 counter on it. (It must survive the damage to get the counter.)
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Snapsail Glider
( 3)
Artifact Creature — Construct
(2/2)
Metalcraft — Snapsail Glider has flying as long as you control three or more artifacts.
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Snarling Gorehound
( 1)
Creature — Dog
(1/1)
Menace Whenever another creature you control with power 2 or less enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Snarling Warg
( 4)
Creature — Wolf
(3/4)
Menace (This creature can't be blocked except by two or more creatures.) As long as you control a Goblin or Orc, Snarling Warg gets +1/+0.
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Snarling Wolf
( 1)
Creature — Wolf
(1/1)
: Snarling Wolf gets +2/+2 until end of turn. Activate only once each turn.
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Snazzy Aether Homunculus
( 0)
Stickers
2 — : Target creature gains all creature types until end of turn. 3 — Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card. 2 — 2/4 5 — 8/7
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Sneaky Homunculus
( 2)
Creature — Homunculus Illusion
(1/1)
Sneaky Homunculus can't block or be blocked by creatures with power 2 or greater.
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Snickering Squirrel
( 1)
Creature — Squirrel Advisor
(1/1)
You may tap Snickering Squirrel to increase the result of a die any player rolled by 1.
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Snow Devil
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has flying. Enchanted creature has first strike as long as it's blocking and you control a snow land.
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Snowblind
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets -X/-Y. If that creature is attacking, X is the number of snow lands defending player controls. Otherwise, X is the number of snow lands its controller controls. Y is equal to X or to enchanted creature's toughness minus 1, whichever is smaller.
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Snowborn Simulacra
( 2)
Sorcery
Conjure a duplicate of each of X target nontoken permanents into your hand. Those cards perpetually gain "You may spend mana as though it were mana of any color to cast this spell." If X is 5 or more, you may put one of them from your hand onto the battlefield.
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Snowfield Sinkhole
( 0)
Snow Land — Plains Swamp
(: Add or .) Snowfield Sinkhole enters tapped.
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Soaring Lightbringer
( 5)
Enchantment Creature — Bird Glimmer
(4/5)
Flying Other enchantment creatures you control have flying. Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player.
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Soaring Seacliff
( 0)
Land
Soaring Seacliff enters tapped. When Soaring Seacliff enters, target creature gains flying until end of turn. : Add .
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Social Climber
( 3)
Creature — Human Druid
(3/2)
Alliance — Whenever another creature you control enters, you gain 1 life.
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Soilshaper
( 2)
Creature — Spirit
(1/1)
Whenever you cast a Spirit or Arcane spell, target land becomes a 3/3 creature until end of turn. It's still a land.
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Sokenzan Smelter
( 2)
Creature — Goblin Artificer
(2/2)
At the beginning of combat on your turn, you may pay and sacrifice an artifact. If you do, create a 3/1 red Construct artifact creature token with haste.
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Sokenzan Spellblade
( 5)
Creature — Ogre Samurai Shaman
(2/3)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) : Sokenzan Spellblade gets +X/+0 until end of turn, where X is the number of cards in your hand.
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Sol Grail
( 3)
Artifact
As Sol Grail enters, choose a color. : Add one mana of the chosen color.
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Solar Blaze
( 4)
Sorcery
Each creature deals damage to itself equal to its power.
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Solar Tide
( 6)
Sorcery
Choose one — • Destroy all creatures with power 2 or less. • Destroy all creatures with power 3 or greater. Entwine—Sacrifice two lands. (Choose both if you pay the entwine cost.)
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Solarion
( 7)
Artifact Creature — Construct
(0/0)
Sunburst (This enters with a +1/+1 counter on it for each color of mana spent to cast it.) : Double the number of +1/+1 counters on Solarion.
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Soldevi Adnate
( 2)
Creature — Human Cleric
(1/2)
, Sacrifice a black or artifact creature: Add an amount of equal to the sacrificed creature's mana value.
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Soldevi Digger
( 2)
Artifact
: Put the top card of your graveyard on the bottom of your library.
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Soldevi Golem
( 4)
Artifact Creature — Golem
(5/3)
Soldevi Golem doesn't untap during your untap step. At the beginning of your upkeep, you may untap target tapped creature an opponent controls. If you do, untap Soldevi Golem.
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Soldevi Heretic
( 3)
Creature — Human Cleric
(2/2)
, : Prevent the next 2 damage that would be dealt to target creature this turn. Target opponent may draw a card.
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Soldevi Sage
( 2)
Creature — Human Wizard
(1/1)
, Sacrifice two lands: Draw three cards, then discard one of them.
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Soldevi Sentry
( 1)
Artifact Creature — Soldier
(1/1)
: Choose target opponent. Regenerate Soldevi Sentry. When it regenerates this way, that player may draw a card.
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Soldevi Simulacrum
( 4)
Artifact Creature — Soldier
(2/4)
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.) : Soldevi Simulacrum gets +1/+0 until end of turn.
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Soldevi Steam Beast
( 5)
Artifact Creature — Beast
(4/2)
Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life. : Regenerate Soldevi Steam Beast.
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Soldier of Fortune
( 1)
Creature — Human Mercenary
(1/1)
, : Target player shuffles their library.
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Soldier of the Grey Host
( 4)
Creature — Spirit Soldier
(2/2)
Flash Flying When Soldier of the Grey Host enters, target creature gets +2/+0 until end of turn.
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Soldier of the Pantheon
( 1)
Creature — Human Soldier
(2/1)
Protection from multicolored Whenever an opponent casts a multicolored spell, you gain 1 life.
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Soldier Replica
( 3)
Artifact Creature — Soldier
(1/3)
, Sacrifice Soldier Replica: It deals 3 damage to target attacking or blocking creature.
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Soldiers of the Watch
( 2)
Creature — — Human Soldier
(2/1)
Double team (When this creature attacks, conjure a duplicate into your hand, then both of them perpetually lose double team.)
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Solemn Offering
( 3)
Sorcery
Destroy target artifact or enchantment. You gain 4 life.
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Solemn Recruit
( 3)
Creature — Dwarf Warrior
(2/2)
Double strike Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on Solemn Recruit.
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Solemn Simulacrum
( 4)
Artifact Creature — Golem
(2/2)
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.
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Solemnity
( 3)
Enchantment
Players can't get counters. Counters can't be put on artifacts, creatures, enchantments, or lands.
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Solfatara
( 3)
Instant
Target player can't play lands this turn. Draw a card at the beginning of the next turn's upkeep.
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Solid Footing
( 1)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+1. As long as enchanted creature has vigilance, it assigns combat damage equal to its toughness rather than its power.
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Solidarity
( 4)
Instant
Creatures you control get +0/+5 until end of turn.
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Solidarity of Heroes
( 2)
Instant
Strive — This spell costs more to cast for each target beyond the first. Choose any number of target creatures. Double the number of +1/+1 counters on each of them.
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Solitary Camel
( 3)
Creature — Camel
(3/2)
Solitary Camel has lifelink as long as you control a Desert or there is a Desert card in your graveyard. (Damage dealt by this creature also causes you to gain that much life.)
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Solitary Confinement
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card. Skip your draw step. You have shroud. (You can't be the target of spells or abilities.) Prevent all damage that would be dealt to you.
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Solitary Hunter
( 4)
Creature — Human Warrior Werewolf
(3/4)
At the beginning of each upkeep, if no spells were cast last turn, transform Solitary Hunter.
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Solitary Sanctuary
( 3)
Enchantment
When Solitary Sanctuary enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you tap an untapped creature an opponent controls, put a +1/+1 counter on target creature you control.
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Soliton
( 5)
Artifact Creature — Construct
(3/4)
: Untap Soliton.
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Solitude
( 5)
Creature — Elemental Incarnation
(3/2)
Flash Lifelink When Solitude enters, exile up to one other target creature. That creature's controller gains life equal to its power. Evoke—Exile a white card from your hand.
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Sol'kanar the Swamp King
( 5)
Legendary Creature — Demon
(5/5)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Whenever a player casts a black spell, you gain 1 life.
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Sol'kanar the Tainted
( 5)
Legendary Creature — Elemental Demon
(5/5)
At the beginning of your end step, choose one that hasn't been chosen — • Draw a card. • Each opponent loses 2 life and you gain 2 life. • Sol'kanar the Tainted deals 3 damage to up to one other target creature or planeswalker. • Exile Sol'kanar, then return it to the battlefield under an opponent's control.
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Soltari Champion
( 3)
Creature — Soltari Soldier
(2/2)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Soltari Champion attacks, other creatures you control get +1/+1 until end of turn.
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