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Stromkirk Condemned
( 2)
Creature — Vampire Horror
(2/2)
Discard a card: Vampires you control get +1/+1 until end of turn. Activate only once each turn.
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Stromkirk Mentor
( 4)
Creature — Vampire Soldier
(4/2)
When Stromkirk Mentor enters, put a +1/+1 counter on another target Vampire you control.
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Stromkirk Noble
( 1)
Creature — Vampire Noble
(1/1)
This creature can't be blocked by Humans. Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
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Stromkirk Occultist
( 3)
Creature — Vampire Horror
(3/2)
Trample Whenever Stromkirk Occultist deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Stromkirk Patrol
( 5)
Creature — Vampire Soldier
(4/3)
Whenever Stromkirk Patrol deals combat damage to a player, put a +1/+1 counter on it.
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Strong Back
( 3)
Enchantment — Aura
Enchant creature Equip abilities you activate that target enchanted creature cost less to activate. Aura spells you cast that target enchanted creature cost less to cast. Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
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Strong, the Brutish Thespian
( 6)
Legendary Creature — Mutant Berserker
(7/7)
Ward Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong. You gain life rather than lose life from radiation.
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Strongarm Monk
( 5)
Creature — Human Monk
(3/3)
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn.
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Strongarm Tactics
( 2)
Sorcery
Each player discards a card. Then each player who didn't discard a creature card this way loses 4 life.
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Strongarm Thug
( 3)
Creature — Human Mercenary
(1/1)
When Strongarm Thug enters, you may return target Mercenary card from your graveyard to your hand.
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Strongbox Raider
( 4)
Creature — Orc Pirate
(5/2)
Raid — When this creature enters, if you attacked this turn, exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
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Stronghold Arena
( 2)
Enchantment
Kicker and/or (You may pay an additional and/or as you cast this spell.) When Stronghold Arena enters, you gain 3 life for each time it was kicked. Whenever one or more creatures you control deal combat damage to a player, you may reveal the top card of your library and put it into your hand. If you do, you lose life equal to its mana value.
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Stronghold Assassin
( 3)
Creature — Phyrexian Zombie Assassin
(2/1)
, Sacrifice a creature: Destroy target nonblack creature.
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Stronghold Confessor
( 1)
Creature — Human Cleric
(1/1)
Kicker (You may pay an additional as you cast this spell.) Menace (This creature can't be blocked except by two or more creatures.) If Stronghold Confessor was kicked, it enters with two +1/+1 counters on it.
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Stronghold Gambit
( 2)
Sorcery
Each player chooses a card in their hand. Then each player reveals their chosen card. The owner of each creature card revealed this way with the lowest mana value puts it onto the battlefield.
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Stronghold Overseer
( 6)
Creature — Demon
(5/5)
Flying Shadow (This creature can block or be blocked by only creatures with shadow.) : Creatures with shadow get +1/+0 until end of turn and creatures without shadow get -1/-0 until end of turn.
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Stronghold Rats
( 3)
Creature — Rat
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Stronghold Rats deals combat damage to a player, each player discards a card.
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Stronghold Zeppelin
( 4)
Creature — Human
(3/3)
Flying Stronghold Zeppelin can block only creatures with flying.
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Structural Collapse
( 6)
Sorcery
Target player sacrifices an artifact and a land of their choice. Structural Collapse deals 2 damage to that player.
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Structural Distortion
( 4)
Sorcery
Exile target artifact or land. Structural Distortion deals 2 damage to that permanent's controller.
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Struggle for Project Purity
( 4)
Enchantment
As Struggle for Project Purity enters, choose Brotherhood or Enclave. • Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way. • Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
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Struggle for Sanity
( 4)
Sorcery
Target opponent reveals their hand. That player exiles a card from it, then you exile a card from it. Repeat this process until all cards in that hand have been exiled. That player returns the cards they exiled this way to their hand and puts the rest into their graveyard.
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Struggle for Skemfar
( 4)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Stubborn Burrowfiend
( 2)
Creature — Badger Beast Mount
(2/2)
Whenever Stubborn Burrowfiend becomes saddled for the first time each turn, mill two cards, then Stubborn Burrowfiend gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Stubborn Denial
( 1)
Instant
Counter target noncreature spell unless its controller pays . Ferocious — If you control a creature with power 4 or greater, counter that spell instead.
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Student of Elements
( 2)
Creature — Human Wizard
(1/1)
When Student of Elements has flying, flip it.
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Student of Ojutai
( 4)
Creature — Human Monk
(2/4)
Whenever you cast a noncreature spell, you gain 2 life.
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Student of Warfare
( 1)
Creature — Human Knight
(1/1)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-6 3/3 First strike LEVEL 7+ 4/4 Double strike
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Stuffy Doll
( 5)
Artifact Creature — Construct
(0/1)
Indestructible As Stuffy Doll enters, choose a player. Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player. : Stuffy Doll deals 1 damage to itself.
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Stump Stomp
( 2)
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
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Stunt Double
( 4)
Creature — Shapeshifter
(0/0)
Flash You may have Stunt Double enter as a copy of any creature on the battlefield.
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Stunted Growth
( 5)
Sorcery
Target player chooses three cards from their hand and puts them on top of their library in any order.
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Stupefying Touch
( 2)
Enchantment — Aura
Enchant creature When Stupefying Touch enters, draw a card. Enchanted creature's activated abilities can't be activated.
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Stupor
( 3)
Sorcery
Target opponent discards a card at random, then discards a card.
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Stymied Hopes
( 2)
Instant
Counter target spell unless its controller pays . Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Subcontract
( 1)
Sorcery
A person outside the game looks at target opponent's hand and chooses a nonland card from it. That player discards that card.
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Subgoyf (playtest)
( 2)
Artifact Creature — — Lhurgoyf
(*/1+*)
Subgoyf's power and toughness are each equal to the number of different subtypes other than creature types among cards in all graveyards and its toughness is equal to that number plus 1. (Subtypes include but are absolutely not limited to: Plains, Equipment, Aura, Arcane, Jace, Curse, Urza's, Ulamog's, etc.)
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Subjugator Angel
( 6)
Creature — Angel
(4/3)
Flying When Subjugator Angel enters, tap all creatures your opponents control.
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Sublime Exhalation
( 7)
Sorcery
Undaunted (This spell costs less to cast for each opponent.) Destroy all creatures.
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Subterranean Schooner
( 2)
Artifact — Vehicle
(3/4)
Whenever Subterranean Schooner attacks, target creature that crewed it this turn 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 that creature, then put the card back or put it into your graveyard.) Crew 1
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Subterranean Scout
( 2)
Creature — Goblin Scout
(2/1)
When Subterranean Scout enters, target creature with power 2 or less can't be blocked this turn.
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Subterranean Tremors
( 1)
Sorcery
Subterranean Tremors deals X damage to each creature without flying. If X is 4 or more, destroy all artifacts. If X is 8 or more, create an 8/8 red Lizard creature token.
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Subversion
( 5)
Enchantment
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
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Subversive Acolyte
( 2)
Creature — — Human
(2/2)
, Pay 2 life: Choose one. Activate only once. • Subversive Acolyte becomes a Human Cleric. It gets +1/+2 and gains lifelink. • Subversive Acolyte becomes a Phyrexian. It gets +3/+3 and gains trample and "Whenever this creature is dealt damage, sacrifice that many permanents."
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Succumb to the Cold
( 3)
Instant
Tap one or two target creatures an opponent controls. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Sudden Breakthrough
( 2)
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Sudden Reclamation
( 4)
Instant
Mill four cards, then return a creature card and a land card from your graveyard to your hand.
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Sudden Salvation
( 4)
Instant
Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners' control. You draw a card for each opponent who controls one or more of those permanents.
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Sudden Shock
( 2)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Sudden Shock deals 2 damage to any target.
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Sudden Spoiling
( 3)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Until end of turn, creatures target player controls lose all abilities and have base power and toughness 0/2.
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Sudden Storm
( 4)
Instant
Tap up to two target creatures. Those creatures don't untap during their controllers' next untap steps. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Sudden Substitution
( 4)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Exchange control of target noncreature spell and target creature. Then the spell's controller may choose new targets for it.
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Suffocating Blast
( 4)
Instant
Counter target spell and Suffocating Blast deals 3 damage to target creature.
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Suffocating Fumes
( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn. Cycling (, Discard this card: Draw a card.)
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Suffocation
( 2)
Instant
Cast this spell only if you were dealt damage this turn by a red instant or sorcery spell. Suffocation deals 4 damage to the controller of the last red instant or sorcery spell that dealt damage to you this turn. Draw a card at the beginning of the next turn's upkeep.
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Sugar Coat
( 3)
Enchantment — Aura
Flash Enchant creature or Food Enchanted permanent is a colorless Food artifact with ", , Sacrifice this artifact: You gain 3 life" and loses all other card types and abilities.
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Sulfuric Vapors
( 4)
Enchantment
If a red spell would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
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Sulfuric Vortex
( 3)
Enchantment
At the beginning of each player's upkeep, Sulfuric Vortex deals 2 damage to that player. If a player would gain life, that player gains no life instead.
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Sulfurous Blast
( 4)
Instant
Sulfurous Blast deals 2 damage to each creature and each player. If you cast this spell during your main phase, Sulfurous Blast deals 3 damage to each creature and each player instead.
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Sulfurous Mire
( 0)
Snow Land — Swamp Mountain
(: Add or .) Sulfurous Mire enters tapped.
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Sultai Soothsayer
( 5)
Creature — Snake Shaman
(2/5)
When Sultai Soothsayer enters, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
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Sumala Woodshaper
( 4)
Creature — Elf Druid
(2/1)
When Sumala Woodshaper enters, look at the top four cards of your library. You may reveal a creature or enchantment 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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Summer Bloom
( 2)
Sorcery
You may play up to three additional lands this turn.
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Summon the Pack
( 8)
Sorcery
Open a sealed Magic booster pack, reveal the cards, and put all creature cards revealed this way onto the battlefield under your control. They're Zombies in addition to their other types. (Remove those cards from your deck before beginning a new game.)
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Summon the School
( 4)
Kindred Sorcery — Merfolk
Create two 1/1 blue Merfolk Wizard creature tokens. Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.
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Summon Undead
( 5)
Sorcery
You may mill three cards. Then return a creature card from your graveyard to the battlefield. (To mill a card, put the top card of your library into your graveyard.)
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Summoner's Bane
( 4)
Instant
Counter target creature spell. Create a 2/2 blue Illusion creature token.
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Summoner's Egg
( 4)
Artifact Creature — Egg
(0/4)
Imprint — When Summoner's Egg enters, you may exile a card from your hand face down. When Summoner's Egg dies, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control.
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Summoner's Pact
( 0)
Instant
Search your library for a green creature card, reveal it, put it into your hand, then shuffle. At the beginning of your next upkeep, pay . If you don't, you lose the game.
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Summoning Station
( 7)
Artifact
: Create a 2/2 colorless Pincher creature token. Whenever an artifact is put into a graveyard from the battlefield, you may untap Summoning Station.
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Summoning Trap
( 6)
Instant — Trap
If a creature spell you cast this turn was countered by a spell or ability an opponent controlled, you may pay rather than pay this spell's mana cost. Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.
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Summons of Saruman
( 2)
Sorcery
Amass Orcs X. Mill X cards. You may cast an instant or sorcery spell with mana value X or less from among them without paying its mana cost. (To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) Flashback—, Exile X cards from your graveyard.
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Sun Ce, Young Conquerer
( 5)
Legendary Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Sun Ce, Young Conquerer enters, you may return target creature to its owner's hand.
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Sun Droplet
( 2)
Artifact
Whenever you're dealt damage, put that many charge counters on Sun Droplet. At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.
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Sun Quan, Lord of Wu
( 6)
Legendary Creature — Human Soldier
(4/4)
Creatures you control have horsemanship. (They can't be blocked except by creatures with horsemanship.)
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Sunbathing Rootwalla
( 2)
Creature — Lizard
(2/2)
Domain — : Until end of turn, Sunbathing Rootwalla gets +1/+1 for each basic land type among lands you control. Activate only once each turn.
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Sunbeam Spellbomb
( 1)
Artifact
, Sacrifice Sunbeam Spellbomb: You gain 5 life. , Sacrifice Sunbeam Spellbomb: Draw a card.
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Sunbird's Invocation
( 6)
Enchantment
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
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Sun-Blessed Mount
( 5)
Creature — Dinosaur
(4/4)
When Sun-Blessed Mount enters, you may search your library and/or graveyard for a card named Huatli, Dinosaur Knight, reveal it, then put it into your hand. If you searched your library this way, shuffle.
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Sunbond
( 4)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."
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Sunbringer's Touch
( 4)
Sorcery
Bolster X, where X is the number of cards in your hand. Each creature you control with a +1/+1 counter on it gains trample until end of turn. (To bolster X, choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
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Sun-Collared Raptor
( 2)
Creature — Dinosaur
(1/2)
Trample : Sun-Collared Raptor gets +3/+0 until end of turn.
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Sun-Crested Pterodon
( 5)
Creature — Dinosaur
(2/5)
Flying Sun-Crested Pterodon has vigilance as long as you control another Dinosaur.
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Sun-Crowned Hunters
( 6)
Creature — Dinosaur
(5/4)
Enrage — Whenever Sun-Crowned Hunters is dealt damage, it deals 3 damage to target opponent or planeswalker.
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Sundering Eruption
( 3)
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Creatures without flying can't block this turn.
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Sundering Fork
( 0)
Artifact — Contraption
Whenever you crank Sundering Fork, destroy target artifact.
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Sundering Growth
( 2)
Instant
Destroy target artifact or enchantment, then populate. (Create a token that's a copy of a creature token you control.)
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Sundering Stroke
( 7)
Sorcery
Sundering Stroke deals 7 damage divided as you choose among one, two, or three targets. If at least seven red mana was spent to cast this spell, instead Sundering Stroke deals 7 damage to each of those permanents and/or players.
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