|
Soltari Crusader
( 3)
Creature — Soltari Knight
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) : Soltari Crusader gets +1/+0 until end of turn.
|
|
|
Soltari Emissary
( 2)
Creature — Soltari Soldier
(2/1)
: Soltari Emissary gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
|
|
|
Soltari Foot Soldier
( 1)
Creature — Soltari Soldier
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.)
|
|
|
Soltari Guerrillas
( 4)
Creature — Soltari Soldier
(3/2)
Shadow (This creature can block or be blocked by only creatures with shadow.) : The next time Soltari Guerrillas would deal combat damage to an opponent this turn, it deals that damage to target creature instead.
|
|
|
Soltari Lancer
( 3)
Creature — Soltari Knight
(2/2)
Shadow (This creature can block or be blocked by only creatures with shadow.) Soltari Lancer has first strike as long as it's attacking.
|
|
|
Soltari Monk
( 2)
Creature — Soltari Monk Cleric
(2/1)
Protection from black Shadow (This creature can block or be blocked by only creatures with shadow.)
|
|
|
Soltari Priest
( 2)
Creature — Soltari Cleric
(2/1)
Protection from red Shadow (This creature can block or be blocked by only creatures with shadow.)
|
|
|
Soltari Trooper
( 2)
Creature — Soltari Soldier
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn.
|
|
|
Soltari Visionary
( 3)
Creature — Soltari Cleric
(2/2)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Soltari Visionary deals damage to a player, destroy target enchantment that player controls.
|
|
|
Solve the Equation
( 3)
Sorcery
Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
|
|
|
Somberwald Alpha
( 4)
Creature — Wolf
(3/2)
Whenever a creature you control becomes blocked, it gets +1/+1 until end of turn. : Target creature you control gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
|
|
|
Somberwald Beastmaster
( 7)
Creature — Human Ranger
(1/1)
When Somberwald Beastmaster enters, create a 2/2 green Wolf creature token, a 3/3 green Beast creature token, and a 4/4 green Beast creature token. Creature tokens you control have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
|
|
|
Somberwald Dryad
( 2)
Creature — Dryad
(2/2)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
|
|
|
Somberwald Sage
( 3)
Creature — Human Druid
(0/1)
: Add three mana of any one color. Spend this mana only to cast creature spells.
|
|
|
Somberwald Spider
( 5)
Creature — Spider
(2/4)
Reach (This creature can block creatures with flying.) Morbid — Somberwald Spider enters with two +1/+1 counters on it if a creature died this turn.
|
|
|
Somberwald Stag
( 5)
Creature — Elk
(4/3)
When Somberwald Stag enters, you may have it fight target creature you don't control.
|
|
|
Somberwald Vigilante
( 1)
Creature — Human Warrior
(1/1)
Whenever Somberwald Vigilante becomes blocked by a creature, Somberwald Vigilante deals 1 damage to that creature.
|
|
|
Song of Blood
( 2)
Sorcery
Mill four cards. Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way.
|
|
|
Song of Eärendil
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2, then draw two cards. II — Create a Treasure token and a 2/2 blue Bird creature token with flying. III — Put a flying counter on each creature you control without flying.
|
|
|
Song of Freyalise
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Until your next turn, creatures you control gain ": Add one mana of any color." III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
|
|
|
Song of the Worldsoul
( 6)
Enchantment
Whenever you cast a spell, populate. (Create a token that's a copy of a creature token you control.)
|
|
|
Songbirds' Blessing
( 4)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
|
|
|
Sonic Assault
( 3)
Instant
Tap target creature. Sonic Assault deals 2 damage to that creature's controller. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
|
|
|
Sonorous Howlbonder
( 3)
Creature — Human Warrior
(2/2)
Menace Each creature you control with menace can't be blocked except by three or more creatures.
|
|
|
Sontaran General
( 5)
Creature — Alien Soldier
(5/5)
Trample, haste Battalion — Whenever Sontaran General and at least two other creatures attack, for each opponent, goad up to one target creature that player controls. Those creatures can't block this turn. (Until your next turn, they attack each combat if able and attack a player other than you if able.)
|
|
|
Sootfeather Flock
( 5)
Creature — Bird
(3/2)
Flying Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
|
|
|
Soothing of Sméagol
( 2)
Instant
Return target nontoken creature to its owner's hand. The Ring tempts you.
|
|
|
Sootstoke Kindler
( 2)
Creature — Elemental Shaman
(1/1)
Haste : Target black or red creature gains haste until end of turn.
|
|
|
Sootwalkers
( 4)
Creature — Elemental Rogue
(3/3)
Sootwalkers can't be blocked by white creatures.
|
|
|
Soratami Cloud Chariot
( 5)
Artifact
: Target creature you control gains flying until end of turn. : Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
|
|
|
Soratami Cloudskater
( 2)
Creature — Moonfolk Rogue
(1/1)
Flying , Return a land you control to its owner's hand: Draw a card, then discard a card.
|
|
|
Soraya the Falconer
( 3)
Legendary Creature — Human
(2/2)
Bird creatures get +1/+1. : Target Bird creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
|
|
|
Sorcerer Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Sorcerer Class enters, draw two cards, then discard two cards. : Level 2 //Level_2// Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level." : Level 3 //Level_3// Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
|
|
|
Sorcerous Spyglass
( 2)
Artifact
As this artifact enters, look at an opponent's hand, then choose any card name. Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
|
|
|
Sorcerous Squall
( 9)
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .) Target opponent mills nine cards, then you may cast an instant or sorcery spell from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
|
|
|
Sorin the Mirthless
( 4)
Legendary Planeswalker — Sorin
(4)
+1: Look at the top card of your library. You may reveal that card and put it into your hand. If you do, you lose life equal to its mana value. −2: Create a 2/3 black Vampire creature token with flying and lifelink. −7: Sorin the Mirthless deals 13 damage to any target. You gain 13 life.
|
|
|
Sorin, Imperious Bloodlord
( 3)
Legendary Planeswalker — Sorin
(4)
+1: Target creature you control gains deathtouch and lifelink until end of turn. If it's a Vampire, put a +1/+1 counter on it. +1: You may sacrifice a Vampire. When you do, Sorin, Imperious Bloodlord deals 3 damage to any target and you gain 3 life. −3: You may put a Vampire creature card from your hand onto the battlefield.
|
|
|
Sorin, Lord of Innistrad
( 4)
Legendary Planeswalker — Sorin
(3)
+1: Create a 1/1 black Vampire creature token with lifelink. −2: You get an emblem with "Creatures you control get +1/+0." −6: Destroy up to three target creatures and/or other planeswalkers. Return each card put into a graveyard this way to the battlefield under your control.
|
|
|
Sorin, Solemn Visitor
( 4)
Legendary Planeswalker — Sorin
(4)
+1: Until your next turn, creatures you control get +1/+0 and gain lifelink. −2: Create a 2/2 black Vampire creature token with flying. −6: You get an emblem with "At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice."
|
|
|
Sorin, Vampire Lord
( 6)
Legendary Planeswalker — Sorin
(4)
+1: Up to one target creature gets +2/+0 until end of turn. −2: Sorin, Vampire Lord deals 4 damage to any target. You gain 4 life. −8: Until end of turn, each Vampire you control gains ": Gain control of target creature."
|
|
|
Sorin, Vengeful Bloodlord
( 4)
Legendary Planeswalker — Sorin
(4)
During your turn, creatures and planeswalkers you control have lifelink. +2: Sorin, Vengeful Bloodlord deals 1 damage to target player or planeswalker. −X: Return target creature card with mana value X from your graveyard to the battlefield. That creature is a Vampire in addition to its other types.
|
|
|
Soul Barrier
( 3)
Enchantment
Whenever an opponent casts a creature spell, Soul Barrier deals 2 damage to that player unless they pay .
|
|
|
Soul Bleed
( 3)
Enchantment — Aura
Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player loses 1 life.
|
|
|
Soul Burn
( 3)
Sorcery
Spend only black and/or red mana on X. Soul Burn deals X damage to any target. You gain life equal to the damage dealt, but not more than the amount of spent on X, the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.
|
|
|
Soul Channeling
( 3)
Enchantment — Aura
Enchant creature Pay 2 life: Regenerate enchanted creature.
|
|
|
Soul Charmer
( 3)
Creature — Human Rebel
(2/2)
Whenever Soul Charmer deals combat damage to a creature, you gain 2 life unless that creature's controller pays .
|
|
|
Soul Collector
( 5)
Creature — Vampire
(3/4)
Flying Whenever a creature dealt damage by Soul Collector this turn dies, return that card to the battlefield under your control. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
|
|
|
Soul Conduit
( 6)
Artifact
, : Two target players exchange life totals.
|
|
|
Soul Diviner
( 2)
Creature — Zombie Wizard
(2/3)
, Remove a counter from an artifact, creature, land, or planeswalker you control: Draw a card.
|
|
|
Soul Echo
( 2)
Enchantment
Soul Echo enters with X echo counters on it. You don't lose the game for having 0 or less life. At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, target opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove an echo counter from Soul Echo instead.
|
|
|
Soul Enervation
( 4)
Enchantment
Flash When Soul Enervation enters, target creature gets -4/-4 until end of turn. Whenever one or more creature cards leave your graveyard, each opponent loses 1 life and you gain 1 life.
|
|
|
Soul Exchange
( 2)
Sorcery
As an additional cost to cast this spell, exile a creature you control. Return target creature card from your graveyard to the battlefield. Put a +2/+2 counter on that creature if the exiled creature was a Thrull.
|
|
|
Soul Feast
( 5)
Sorcery
Target player loses 4 life and you gain 4 life.
|
|
|
Soul Foundry
( 4)
Artifact
Imprint — When Soul Foundry enters, you may exile a creature card from your hand. , : Create a token that's a copy of the exiled card. X is the mana value of that card.
|
|
|
Soul Kiss
( 3)
Enchantment — Aura
Enchant creature , Pay 1 life: Enchanted creature gets +2/+2 until end of turn. Activate no more than three times each turn.
|
|
|
Soul Link
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage, you gain that much life. Whenever enchanted creature is dealt damage, you gain that much life.
|
|
|
Soul Manipulation
( 3)
Instant
Choose one or both — • Counter target creature spell. • Return target creature card from your graveyard to your hand.
|
|
|
Soul Net
( 1)
Artifact
Whenever a creature dies, you may pay . If you do, you gain 1 life.
|
|
|
Soul Nova
( 5)
Instant
Exile target attacking creature and all Equipment attached to it.
|
|
|
Soul of Emancipation
( 7)
Creature — Avatar
(5/7)
When Soul of Emancipation enters, destroy up to three other target nonland permanents. For each of those permanents, its controller creates a 3/3 white Angel creature token with flying.
|
|
|
Soul of Magma
( 5)
Creature — Spirit
(2/2)
Whenever you cast a Spirit or Arcane spell, Soul of Magma deals 1 damage to target creature.
|
|
|
Soul of Migration
( 7)
Creature — Elemental
(2/4)
Flying When Soul of Migration enters, create two 1/1 white Bird creature tokens with flying. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
|
|
|
Soul of New Phyrexia
( 6)
Artifact Creature — Phyrexian Avatar
(6/6)
Trample : Permanents you control gain indestructible until end of turn. , Exile Soul of New Phyrexia from your graveyard: Permanents you control gain indestructible until end of turn.
|
|
|
Soul of the Harvest
( 6)
Creature — Elemental
(6/6)
Trample Whenever another nontoken creature you control enters, you may draw a card.
|
|
|
Soul of the Rapids
( 5)
Creature — Elemental
(3/2)
Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
Soul Parry
( 2)
Instant
Prevent all damage one or two target creatures would deal this turn.
|
|
|
Soul Partition
( 2)
Instant
Exile target nonland permanent. For as long as that card remains exiled, its owner may play it. A spell cast by an opponent this way costs more to cast.
|
|
|
Soul Ransom
( 4)
Enchantment — Aura
Enchant creature You control enchanted creature. Discard two cards: Soul Ransom's controller sacrifices it, then draws two cards. Only your opponents may activate this ability.
|
|
|
Soul Read
( 4)
Instant
Choose one — • Counter target spell unless its controller pays . • Draw two cards.
|
|
|
Soul Reap
( 2)
Sorcery
Destroy target nongreen creature. Its controller loses 3 life if you've cast another black spell this turn.
|
|
|
Soul Rend
( 2)
Instant
Destroy target creature if it's white. A creature destroyed this way can't be regenerated. Draw a card at the beginning of the next turn's upkeep.
|
|
|
Soul Salvage
( 3)
Sorcery
Return up to two target creature cards from your graveyard to your hand.
|
|
|
Soul Scourge
( 5)
Creature — Nightmare Horror
(3/2)
Flying When Soul Scourge enters, target player loses 3 life. When Soul Scourge leaves the battlefield, that player gains 3 life.
|
|
|
Soul Sear
( 3)
Instant
Soul Sear deals 5 damage to target creature or planeswalker. That permanent loses indestructible until end of turn.
|
|
|
Soul Search
( 2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If the card's mana value is 1 or less, create a 1/1 white and black Spirit creature token with flying.
|
|
|
Soul Seizer
( 5)
Creature — Spirit
(1/3)
Flying When Soul Seizer deals combat damage to a player, you may transform it. If you do, attach it to target creature that player controls.
|
|
|
Soul Separator
( 3)
Artifact
, , Sacrifice Soul Separator: Exile target creature card from your graveyard. Create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. Create a black Zombie creature token with power equal to that card's power and toughness equal to that card's toughness.
|
|
|
Soul Servitude
( 3)
Instant
Target player sacrifices a nontoken creature. When they do, you may discard a card. If you do, conjure a duplicate of the sacrificed creature into your hand. It perpetually gains "You may spend mana as though it were mana of any color to cast this spell."
|
|
|
Soul Shatter
( 3)
Instant
Each opponent sacrifices a creature or planeswalker with the highest mana value among creatures and planeswalkers they control.
|
|
|
Soul Shepherd
( 2)
Creature — Human Cleric
(2/1)
, Exile a creature card from your graveyard: You gain 1 life.
|
|
|
Soul Shred
( 5)
Sorcery
Soul Shred deals 3 damage to target nonblack creature. You gain 3 life.
|
|
|
Soul Snare
( 1)
Enchantment
, Sacrifice Soul Snare: Exile target creature that's attacking you or a planeswalker you control.
|
|
|
Soul Snuffers
( 4)
Creature — Elemental Shaman
(3/3)
When Soul Snuffers enters, put a -1/-1 counter on each creature.
|
|
|
Soul Spike
( 7)
Instant
You may exile two black cards from your hand rather than pay this spell's mana cost. Soul Spike deals 4 damage to any target and you gain 4 life.
|
|
|
Soul Stair Expedition
( 1)
Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on Soul Stair Expedition. Remove three quest counters from Soul Stair Expedition and sacrifice it: Return up to two target creature cards from your graveyard to your hand.
|
|
|
Soul Strings
( 1)
Sorcery
Return two target creature cards from your graveyard to your hand unless any player pays .
|
|
|
Soul Summons
( 2)
Sorcery
Manifest the top card of your library. (Put it 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.)
|
|
|
Soul Swallower
( 4)
Creature — Wurm
(3/3)
Trample Delirium — At the beginning of your upkeep, if there are four or more card types among cards in your graveyard, put three +1/+1 counters on Soul Swallower.
|
|
|
Soul Swindler
( 5)
Creature — Demon Employee
(5/3)
As long as you've visited an Attraction this turn, Soul Swindler has indestructible. (Damage and effects that say "destroy" don't destroy it.) When Soul Swindler enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
|
|
|
Soul Tithe
( 2)
Enchantment — Aura
Enchant nonland permanent At the beginning of the upkeep of enchanted permanent's controller, that player sacrifices it unless they pay , where X is its mana value.
|
|
|