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Season of Renewal
( 3)
Instant
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target enchantment card from your graveyard to your hand.
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Season of the Witch
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life. At the beginning of the end step, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.
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Seasoned Buttoneer
( 3)
Creature — Vedalken Employee
(2/2)
When Seasoned Buttoneer enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
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Seasoned Consultant
( 2)
Creature — Human Detective
(1/3)
Whenever you attack with three or more creatures, Seasoned Consultant gets +2/+0 until end of turn.
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Seasoned Dungeoneer
( 4)
Creature — Human Warrior
(3/4)
When Seasoned Dungeoneer enters, you take the initiative. Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
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Seasoned Hallowblade
( 2)
Creature — Human Warrior
(3/1)
Discard a card: Tap Seasoned Hallowblade. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Seasoned Marshal
( 4)
Creature — Human Soldier
(2/2)
Whenever Seasoned Marshal attacks, you may tap target creature.
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Seasoned Pyromancer
( 3)
Creature — Human Shaman
(2/2)
When Seasoned Pyromancer enters, discard two cards, then draw two cards. For each nonland card discarded this way, create a 1/1 red Elemental creature token. , Exile Seasoned Pyromancer from your graveyard: Create two 1/1 red Elemental creature tokens.
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Seasoned Tactician
( 3)
Creature — Human Advisor
(1/3)
, Exile the top four cards of your library: The next time a source of your choice would deal damage to you this turn, prevent that damage.
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Seasoned Warrenguard
( 1)
Creature — Rabbit Warrior
(1/2)
Whenever Seasoned Warrenguard attacks while you control a token, Seasoned Warrenguard gets +2/+0 until end of turn.
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Seasoned Weaponsmith (playtest)
( 3)
Creature — — Bird Warrior
(5/2)
Tasty (This creature can be attacked directly. If it is attacked, it can't block creatures that didn't attack it.)
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Seasons Past
( 6)
Sorcery
Return any number of cards with different mana values from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library.
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Seatower Imprisonment
( 4)
Enchantment — — Aura
Enchant creature or planeswalker you don't control When Seatower Imprisonment enters the battlefield, conjure a card named Soldiers of the Watch onto the battlefield. Enchanted permanent can't attack or block, and its activated abilities can't be activated.
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Secluded Courtyard
( 0)
Land
As this land enters, choose a creature type. : Add . : Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
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Second Breakfast
( 3)
Instant
Up to two target creatures each get +2/+1 until end of turn. Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Second Chance
( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, sacrifice Second Chance and take an extra turn after this one.
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Second Guess
( 2)
Instant
Counter target spell that's the second spell cast this turn.
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Second Harvest
( 4)
Instant
For each token you control, create a token that's a copy of that permanent.
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Second Sight
( 3)
Instant
Choose one — • Look at the top five cards of target opponent's library, then put them back in any order. • Look at the top five cards of your library, then put them back in any order. Entwine (Choose both if you pay the entwine cost.)
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Second Sunrise
( 3)
Instant
Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
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Second Wind
( 3)
Enchantment — Aura
Enchant creature : Tap enchanted creature. : Untap enchanted creature.
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Secret Arcade // Dusty Parlor (Secret Arcade)
( 5)
Enchantment — Room
Nonland permanents you control and permanent spells you control are enchantments in addition to their other types. (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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Secret Door
( 1)
Artifact Creature — Wall
(0/4)
Defender : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
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Secrets of the Dead
( 3)
Enchantment
Whenever you cast a spell from your graveyard, draw a card.
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Secrets of the Golden City
( 3)
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead.
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Secrets of the Key
( 1)
Instant
Investigate. If this spell was cast from a graveyard, investigate twice instead. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Flashback
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Securitron Squadron
( 2)
Artifact Creature — Robot
(2/2)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) Vigilance Whenever a creature token you control enters, put a +1/+1 counter on it.
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Security Blockade
( 3)
Enchantment — Aura
Enchant land When Security Blockade enters, create a 2/2 white Knight creature token with vigilance. Enchanted land has ": Prevent the next 1 damage that would be dealt to you this turn."
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Sedge Scorpion
( 1)
Creature — Scorpion
(1/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Sedge Troll
( 3)
Creature — Troll
(2/2)
Sedge Troll gets +1/+1 as long as you control a Swamp. : Regenerate Sedge Troll.
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Sedgemoor Witch
( 3)
Creature — Human Warlock
(3/2)
Menace Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.) Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
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See Beyond
( 2)
Sorcery
Draw two cards, then shuffle a card from your hand into your library.
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See Double
( 4)
Instant
This spell can't be copied. Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead. • Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.) • Create a token that's a copy of target creature.
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Seed of Hope
( 1)
Instant
Mill two cards. You may put a permanent card from among the milled cards into your hand. You gain 2 life. (To mill two cards, put the top two cards of your library into your graveyard.)
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Seedborn Muse
( 5)
Creature — Spirit
(2/4)
Untap all permanents you control during each other player's untap step.
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Seedglaive Mentor
( 3)
Creature — Mouse Soldier
(3/2)
Vigilance, haste Valiant — Whenever Seedglaive Mentor becomes the target of a spell or ability you control for the first time each turn, put a +1/+1 counter on it.
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Seedpod Caretaker
( 3)
Creature — Phyrexian Cleric
(2/2)
When Seedpod Caretaker enters, choose one — • Put a +1/+1 counter on target artifact or creature you control. • Transform target Incubator token you control.
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Seedpod Squire
( 4)
Creature — Bird Scout
(3/3)
Flying Whenever Seedpod Squire attacks, target creature you control without flying gets +1/+1 until end of turn.
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Seeds of Innocence
( 3)
Sorcery
Destroy all artifacts. They can't be regenerated. The controller of each of those artifacts gains life equal to its mana value.
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Seeds of Renewal
( 7)
Sorcery
Undaunted (This spell costs less to cast for each opponent.) Return up to two target cards from your graveyard to your hand. Exile Seeds of Renewal.
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Seeds of Strength
( 2)
Instant
Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn.
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Seek Bolas's Counsel (playtest)
( 3)
Sorcery
Choose one at random — • You get an emblem with "At the beginning of your upkeep, pay . If you don't, you lose the game." • Each player discards their hand. • Planeswalk to Pools of Becoming. (Once there, you can roll the planar die only if you're playing Planechase.) • For each opponent, exile cards from the top of their library until you exile a nonland card. You may cast those cards without paying their mana costs. • Destroy all creatures and non-Bolas planeswalkers. • You get an emblem with "You can cast nonland cards from your sideboard."
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Seek New Knowledge
( 2)
Instant
Seek two nonland cards, then put a card from your hand on the bottom of your library.
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Seek the Horizon
( 4)
Sorcery
Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
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Seeker of Insight
( 2)
Creature — Human Wizard
(1/3)
: Draw a card, then discard a card. Activate only if you've cast a noncreature spell this turn.
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Seeker of Slaanesh
( 4)
Creature — Demon
(3/3)
Haste Allure of Slaanesh — Each opponent must attack with at least one creature each combat if able.
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Seeker of Sunlight
( 1)
Creature — Merfolk Scout
(1/1)
: Seeker of Sunlight explores. Activate only as a sorcery. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Seeker of the Way
( 2)
Creature — Human Warrior
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, Seeker of the Way gains lifelink until end of turn.
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Seeker's Folly
( 3)
Sorcery
Choose one — • Target opponent discards two cards. • Creatures your opponents control get -1/-1 until end of turn.
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Seer of Stolen Sight
( 3)
Creature — Phyrexian Warlock
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) Whenever one or more artifacts and/or creatures you control are put into a graveyard from the battlefield, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
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Seer's Vision
( 4)
Enchantment
Your opponents play with their hands revealed. Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Activate only as a sorcery.
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Sefris of the Hidden Ways
( 3)
Legendary Creature — Human Wizard
(2/3)
Whenever one or more creature cards are put into your graveyard from anywhere, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.
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Segovian Leviathan
( 5)
Creature — Leviathan
(3/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Seismic Monstrosaur
( 6)
Creature — Dinosaur
(6/5)
Trample , Sacrifice a land: Draw a card. Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
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Seismic Stomp
( 2)
Sorcery
Creatures without flying can't block this turn.
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Seizan, Perverter of Truth
( 5)
Legendary Creature — Demon Spirit
(6/5)
At the beginning of each player's upkeep, that player loses 2 life and draws two cards.
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Seize the Soul
( 4)
Instant
Destroy target nonwhite, nonblack creature. Create a 1/1 white Spirit creature token with flying. Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.) When the creature Seize the Soul haunts dies, destroy target nonwhite, nonblack creature. Create a 1/1 white Spirit creature token with flying.
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Seize the Spoils
( 3)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards and create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
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Seize the Spotlight
( 3)
Sorcery
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
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Seize the Storm
( 5)
Sorcery
Create a red Elemental creature token with trample and "This creature's power and toughness are each equal to the number of instant and sorcery cards in your graveyard plus the number of cards with flashback you own in exile." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Seized from Slumber
( 5)
Instant
This spell costs less to cast if it targets a tapped creature. Destroy target creature.
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Sejiri Merfolk
( 2)
Creature — Merfolk Soldier
(2/1)
As long as you control a Plains, Sejiri Merfolk has first strike and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
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Sekki, Seasons' Guide
( 8)
Legendary Creature — Spirit
(0/0)
Sekki, Seasons' Guide enters with eight +1/+1 counters on it. If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and create that many 1/1 colorless Spirit creature tokens. Sacrifice eight Spirits: Return Sekki from your graveyard to the battlefield.
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Select for Inspection
( 1)
Instant
Return target tapped creature to its owner's hand. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Selective Adaptation
( 6)
Sorcery
Reveal the top seven cards of your library. Choose from among them a card with flying, a card with first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance. Put one of the chosen cards onto the battlefield, the other chosen cards into your hand, and the rest into your graveyard.
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Selective Memory
( 4)
Sorcery
Search your library for any number of nonland cards, exile them, then shuffle.
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Selective Obliteration
( 5)
Sorcery
Each player chooses a color. Then exile each permanent unless it's colorless or it's only the color its controller chose.
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Selesnya Eulogist
( 3)
Creature — Centaur Druid
(3/3)
: Exile target creature card from a graveyard, then populate. (Create a token that's a copy of a creature token you control.)
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Selfie Preservation
( 2)
Sorcery
Search your library for a basic land card and reveal it. If there's a tree in its art, put it onto the battlefield tapped. Otherwise, put it into your hand. Then shuffle.
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Self-Inflicted Wound
( 2)
Sorcery
Target opponent sacrifices a green or white creature of their choice. If that player does, they lose 2 life.
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Selfless Exorcist
( 5)
Creature — Human Cleric
(3/4)
: Exile target creature card from a graveyard. That card deals damage equal to its power to Selfless Exorcist.
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Selfless Savior
( 1)
Creature — Dog
(1/1)
Sacrifice Selfless Savior: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Self-Reflection
( 6)
Sorcery
Create a token that's a copy of target creature you control. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Selhoff Entomber
( 2)
Creature — Zombie
(1/3)
, Discard a creature card: Draw a card.
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Selhoff Occultist
( 3)
Creature — Human Rogue
(2/3)
Whenever Selhoff Occultist or another creature dies, target player mills a card.
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Seller of Songbirds
( 3)
Creature — Human
(1/2)
When Seller of Songbirds enters, create a 1/1 white Bird creature token with flying.
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Sell-Sword Brute
( 2)
Creature — Human Mercenary
(2/2)
When Sell-Sword Brute dies, it deals 2 damage to you.
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Selvala, Heart of the Wilds
( 3)
Legendary Creature — Elf Scout
(2/3)
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power. , : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
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Selvala's Enforcer
( 4)
Creature — Elf Warrior
(2/2)
Parley — When Selvala's Enforcer enters, each player reveals the top card of their library. For each nonland card revealed this way, put a +1/+1 counter on Selvala's Enforcer. Then each player draws a card.
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Senate Courier
( 3)
Creature — Bird
(1/4)
Flying : Senate Courier gains vigilance until end of turn.
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Senator Peacock
( 5)
Legendary Creature — Human Advisor
(3/4)
Artifacts you control are Clues in addition to their other types and have ", Sacrifice this artifact: Draw a card." Whenever you sacrifice a Clue, target creature can't be blocked this turn.
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Send to Sleep
( 2)
Instant
Tap up to two target creatures. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, those creatures don't untap during their controllers' next untap steps.
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