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Silver Myr
( 2)
Artifact Creature — Myr
(1/1)
: Add .
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Silver Shroud Costume
( 2)
Artifact — Equipment
Flash When Silver Shroud Costume enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.) Equipped creature can't be blocked. Equip
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Silverback Shaman
( 5)
Creature — Ape Shaman
(5/4)
Trample When Silverback Shaman dies, draw a card.
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Silverflame Ritual
( 4)
Sorcery
Put a +1/+1 counter on each creature you control. Adamant — If at least three white mana was spent to cast this spell, creatures you control gain vigilance until end of turn.
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Silverglade Elemental
( 5)
Creature — Elemental
(4/4)
When Silverglade Elemental enters, you may search your library for a Forest card, put that card onto the battlefield, then shuffle.
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Silverquill Command
( 4)
Sorcery
Choose two — • Target creature gets +3/+3 and gains flying until end of turn. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Target player draws a card and loses 1 life. • Target opponent sacrifices a creature of their choice.
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Silverquill Pledgemage
( 3)
Creature — Vampire Cleric
(3/1)
Magecraft — Whenever you cast or copy an instant or sorcery spell, Silverquill Pledgemage gains your choice of flying or lifelink until end of turn.
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Silverskin Armor
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and is an artifact in addition to its other types. Equip
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Silversmote Ghoul
( 3)
Creature — Zombie Vampire
(3/1)
At the beginning of your end step, if you gained 3 or more life this turn, return Silversmote Ghoul from your graveyard to the battlefield tapped. , Sacrifice Silversmote Ghoul: Draw a card.
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Silverstorm Samurai
( 6)
Creature — Fox Samurai
(3/3)
Flash Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Sima Yi, Wei Field Marshal
( 6)
Legendary Creature — Human Soldier
(*/4)
Sima Yi, Wei Field Marshal's power is equal to the number of Swamps you control.
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Simian Brawler
( 4)
Creature — Ape Warrior
(3/3)
Discard a land card: Simian Brawler gets +1/+1 until end of turn.
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Simian Grunts
( 3)
Creature — Ape
(3/4)
Flash Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Simian Sling
( 1)
Artifact Creature — Equipment Monkey
(1/1)
Equipped creature gets +1/+1. Whenever Simian Sling or equipped creature becomes blocked, it deals 1 damage to defending player. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Simian Spirit Guide
( 3)
Creature — Ape Spirit
(2/2)
Exile Simian Spirit Guide from your hand: Add .
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Simic Ascendancy
( 2)
Enchantment
: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy. At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.
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Simic Basilisk
( 6)
Creature — Basilisk Mutant
(0/0)
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) : Until end of turn, target creature with a +1/+1 counter on it gains "Whenever this creature deals combat damage to a creature, destroy that creature at end of combat."
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Simic Charm
( 2)
Instant
Choose one — • Target creature gets +3/+3 until end of turn. • Permanents you control gain hexproof until end of turn. • Return target creature to its owner's hand.
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Simic Fluxmage
( 3)
Creature — Merfolk Wizard
(1/2)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) , : Move a +1/+1 counter from Simic Fluxmage onto target creature.
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Simic Growth Chamber
( 0)
Land
Simic Growth Chamber enters tapped. When Simic Growth Chamber enters, return a land you control to its owner's hand. : Add .
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Simic Initiate
( 1)
Creature — Human Mutant
(0/0)
Graft 1 (This creature enters with a +1/+1 counter on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
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Simic Manipulator
( 3)
Creature — Mutant Wizard
(0/1)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) , Remove one or more +1/+1 counters from Simic Manipulator: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.
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Simic Sky Swallower
( 7)
Creature — Leviathan
(6/6)
Flying, trample Shroud (This creature can't be the target of spells or abilities.)
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Simoon
( 2)
Instant
Simoon deals 1 damage to each creature target opponent controls.
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Simplify
( 1)
Sorcery
Each player sacrifices an enchantment of their choice.
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Simulacrum
( 2)
Instant
You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.
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Simulacrum Synthesizer
( 3)
Artifact
When Simulacrum Synthesizer enters, scry 2. Whenever another artifact you control with mana value 3 or greater enters, create a 0/0 colorless Construct artifact creature token with "This creature gets +1/+1 for each artifact you control."
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Singe-Mind Ogre
( 4)
Creature — Ogre Mutant
(3/2)
When Singe-Mind Ogre enters, target player reveals a card at random from their hand, then loses life equal to that card's mana value.
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Single Combat
( 5)
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
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Sinister Monolith
( 4)
Artifact
At the beginning of combat on your turn, each opponent loses 1 life and you gain 1 life. , Pay 2 life, Sacrifice Sinister Monolith: Draw two cards. Activate only as a sorcery.
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Sink into Takenuma
( 4)
Sorcery — Arcane
Sweep — Return any number of Swamps you control to their owner's hand. Target player discards a card for each Swamp returned this way.
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Sinner's Judgment
( 0)
Enchantment — Aura Curse
Enchant player At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game. If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
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Sinuous Vermin
( 2)
Creature — Rat Horror
(2/2)
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) As long as Sinuous Vermin is monstrous, it has menace. (It can't be blocked except by two or more creatures.)
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Sip of Hemlock
( 6)
Sorcery
Destroy target creature. Its controller loses 2 life.
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Sire of the Storm
( 6)
Creature — Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, you may draw a card.
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Siren Stormtamer
( 1)
Creature — Siren Pirate Wizard
(1/1)
Flying , Sacrifice Siren Stormtamer: Counter target spell or ability that targets you or a creature you control.
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Sivitri, Dragon Master
( 4)
Legendary Planeswalker — Sivitri
(4)
+1: Until your next turn, creatures can't attack you or planeswalkers you control unless their controller pays 2 life for each of those creatures. −3: Search your library for a Dragon card, reveal it, put it into your hand, then shuffle. −7: Destroy all non-Dragon creatures. Sivitri, Dragon Master can be your commander.
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Sivriss, Nightmare Speaker
( 4)
Legendary Creature — Snake Cleric Warlock
(3/3)
, Sacrifice another creature or an artifact: For each opponent, you mill a card, then return that card from your graveyard to your hand unless that player pays 3 life. (To mill a card, put the top card of your library into your graveyard.) Choose a Background (You can have a Background as a second commander.)
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Skeletal Grimace
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has ": Regenerate this creature."
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Skeletal Swarming
( 5)
Enchantment
Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control. At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.
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Skeletal Vampire
( 6)
Creature — Vampire Skeleton
(3/3)
Flying When Skeletal Vampire enters, create two 1/1 black Bat creature tokens with flying. , Sacrifice a Bat: Create two 1/1 black Bat creature tokens with flying. Sacrifice a Bat: Regenerate Skeletal Vampire.
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Skeletal Wurm
( 8)
Creature — Skeleton Wurm
(7/6)
: Regenerate Skeletal Wurm.
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Skemfar Avenger
( 2)
Creature — Elf Berserker
(3/1)
Whenever another nontoken Elf or Berserker you control dies, you draw a card and you lose 1 life.
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Skemfar Shadowsage
( 4)
Creature — Elf Cleric
(2/5)
When Skemfar Shadowsage enters, choose one — • Each opponent loses X life, where X is the greatest number of creatures you control that have a creature type in common. • You gain X life, where X is the greatest number of creatures you control that have a creature type in common.
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Skilled Animator
( 3)
Creature — Human Artificer
(1/3)
When Skilled Animator enters, target artifact you control becomes an artifact creature with base power and toughness 5/5 for as long as Skilled Animator remains on the battlefield.
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Skirge Familiar
( 5)
Creature — Phyrexian Imp
(3/2)
Flying Discard a card: Add .
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Skirk Alarmist
( 2)
Creature — Human Wizard
(1/2)
Haste : Turn target face-down creature you control face up. At the beginning of the next end step, sacrifice it.
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Skirk Commando
( 3)
Creature — Goblin
(2/1)
Whenever Skirk Commando deals combat damage to a player, you may have it deal 2 damage to target creature that player controls. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Skirk Fire Marshal
( 5)
Creature — Goblin
(2/2)
Protection from red Tap five untapped Goblins you control: Skirk Fire Marshal deals 10 damage to each creature and each player.
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Skirk Marauder
( 2)
Creature — Goblin
(2/1)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Skirk Marauder is turned face up, it deals 2 damage to any target.
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Skirk Ridge Exhumer
( 2)
Creature — Zombie Spellshaper
(1/1)
, , Discard a card: Create a 1/1 black Zombie Goblin creature token named Festering Goblin. It has "When Festering Goblin dies, target creature gets -1/-1 until end of turn."
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Skirk Shaman
( 3)
Creature — Goblin Shaman
(2/2)
Skirk Shaman can't be blocked except by artifact creatures and/or red creatures.
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Skitterbeam Battalion
( 9)
Artifact Creature — Construct
(4/4)
Trample, haste When Skitterbeam Battalion enters, if you cast it, create two tokens that are copies of it. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/2
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Skittering Monstrosity
( 5)
Creature — Horror
(5/5)
When you cast a creature spell, sacrifice Skittering Monstrosity.
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Skoa, Embermage
( 6)
Legendary Creature — Goblin Wizard
(4/4)
When Skoa, Embermage enters, it deals 4 damage to any target. Grandeur — Discard another card named Skoa, Embermage, Sacrifice two Mountains: Skoa deals 4 damage to any target.
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Skophos Maze-Warden
( 4)
Creature — Minotaur Warrior
(3/4)
: Skophos Maze-Warden gets +1/-1 until end of turn. Whenever another creature becomes the target of an ability of a land you control named Labyrinth of Skophos, you may have Skophos Maze-Warden fight that creature. (Each deals damage equal to its power to the other.)
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Skrelv, Defector Mite
( 1)
Legendary Artifact Creature — Phyrexian Mite
(1/1)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) Skrelv, Defector Mite can't block. , : Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. ( can be paid with either or 2 life.)
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Skull of Orm
( 3)
Artifact
, : Return target enchantment card from your graveyard to your hand.
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Skull Storm
( 9)
Sorcery
When you cast this spell, copy it for each time you've cast your commander from the command zone this game. Each opponent sacrifices a creature of their choice. Each opponent who can't loses half their life, rounded up.
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Skullclamp
( 1)
Artifact — Equipment
Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip
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Skullmane Baku
( 5)
Creature — Spirit
(2/1)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Skullmane Baku. , , Remove X ki counters from Skullmane Baku: Target creature gets -X/-X until end of turn.
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Skullmulcher
( 5)
Creature — Elemental
(3/3)
Devour 1 (As this enters, you may sacrifice any number of creatures. This creature enters with that many +1/+1 counters on it.) When Skullmulcher enters, draw a card for each creature it devoured.
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Skullport Merchant
( 3)
Creature — Dwarf Citizen
(1/4)
When Skullport Merchant enters, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") , Sacrifice another creature or a Treasure: Draw a card.
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Skullslither Worm
( 4)
Creature — Worm
(3/3)
When Skullslither Worm enters, each opponent discards a card. For each opponent who can't, put two +1/+1 counters on Skullslither Worm.
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Sky Diamond
( 2)
Artifact
Sky Diamond enters tapped. : Add .
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Sky-Blessed Samurai
( 7)
Enchantment Creature — Human Samurai
(4/4)
This spell costs less to cast for each enchantment you control. Flying
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Skygames
( 2)
Enchantment — Aura
Enchant land Enchanted land has ": Target creature gains flying until end of turn. Activate only as a sorcery."
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Skymarch Bloodletter
( 3)
Creature — Vampire Soldier
(2/2)
Flying When Skymarch Bloodletter enters, target opponent loses 1 life and you gain 1 life.
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Skymarcher Aspirant
( 1)
Creature — Vampire Soldier
(2/1)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Skymarcher Aspirant has flying as long as you have the city's blessing.
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Skymark Roc
( 4)
Creature — Bird
(3/3)
Flying Whenever Skymark Roc attacks, you may return target creature defending player controls with toughness 2 or less to its owner's hand.
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Skyreach Manta
( 5)
Artifact Creature — Fish
(0/0)
Sunburst (This enters with a +1/+1 counter on it for each color of mana spent to cast it.) Flying
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Skyshroud Ambush
( 2)
Instant
Target creature you control fights target creature you don't control. When the creature you control wins the fight, draw a card.
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Skyshroud Behemoth
( 7)
Creature — Beast
(10/10)
Fading 2 (This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Skyshroud Behemoth enters tapped.
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Skyshroud Claim
( 4)
Sorcery
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
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Skyshroud Vampire
( 5)
Creature — Vampire
(3/3)
Flying Discard a creature card: Skyshroud Vampire gets +2/+2 until end of turn.
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Skystreamer
( 5)
Creature — Griffin
(3/2)
Assist (Another player can pay up to of this spell's cost.) Flying When Skystreamer enters, target player gains 4 life.
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Skyswimmer Koi
( 4)
Creature — Fish
(3/3)
Flying Whenever an artifact you control enters, you may draw a card. If you do, discard a card.
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Slab Hammer
( 2)
Artifact — Equipment
Whenever equipped creature attacks, you may return a land you control to its owner's hand. If you do, the creature gets +2/+2 until end of turn. Equip
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Slagstorm
( 3)
Sorcery
Choose one — • Slagstorm deals 3 damage to each creature. • Slagstorm deals 3 damage to each player.
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Slagwurm Armor
( 1)
Artifact — Equipment
Equipped creature gets +0/+6. Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
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