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Sundial of the Infinite
( 2)
Artifact
, : End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Sundown Pass
( 0)
Land
Sundown Pass enters tapped unless you control two or more other lands. : Add or .
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Sune's Intervention
( 6)
Instant
Choose one or more — • Create two 2/2 white Knight creature tokens. • Seek a nonland permanent card with mana value 3 or less. • Destroy target artifact. • Destroy target enchantment. • Target player gains 3 life.
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Sunfire Torch
( 1)
Artifact — Equipment
Equipped creature gets +1/+0 and has "Whenever this creature attacks, you may sacrifice Sunfire Torch. When you do, this creature deals 2 damage to any target." Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Sunforger
( 3)
Artifact — Equipment
Equipped creature gets +4/+0. , Unattach Sunforger: Search your library for a red or white instant card with mana value 4 or less and cast that card without paying its mana cost. Then shuffle. Equip
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Sunfrill Imitator
( 3)
Creature — Dinosaur
(3/3)
Whenever Sunfrill Imitator attacks, you may have it become a copy of another target Dinosaur you control, except its name is Sunfrill Imitator and it has this ability.
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Sungold Barrage
( 3)
Instant
Destroy target creature with toughness 4 or greater.
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Sungold Sentinel
( 2)
Creature — Human Soldier
(3/2)
Whenever Sungold Sentinel enters or attacks, exile up to one target card from a graveyard. Coven — : Choose a color. Sungold Sentinel gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.
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Sunhome Enforcer
( 4)
Creature — Giant Soldier
(2/4)
Whenever Sunhome Enforcer deals combat damage, you gain that much life. : Sunhome Enforcer gets +1/+0 until end of turn.
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Sunhome Stalwart
( 2)
Creature — Human Soldier
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
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Sunken Hollow
( 0)
Land — Island Swamp
(: Add or .) Sunken Hollow enters tapped unless you control two or more basic lands.
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Sunken Hope
( 5)
Enchantment
At the beginning of each player's upkeep, that player returns a creature they control to its owner's hand.
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Sunlit Hoplite
( 2)
Creature — Human Soldier
(2/1)
During your turn, Sunlit Hoplite has first strike. Sunlit Hoplite gets +1/+0 as long as you control an Elspeth planeswalker.
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Sunpetal Grove
( 0)
Land
Sunpetal Grove enters tapped unless you control a Forest or a Plains. : Add or .
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Sunrise Sovereign
( 6)
Creature — Giant Warrior
(5/5)
Other Giant creatures you control get +2/+2 and have trample.
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Sunscorch Regent
( 5)
Creature — Dragon
(4/3)
Flying Whenever an opponent casts a spell, put a +1/+1 counter on Sunscorch Regent and you gain 1 life.
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Sunscorched Desert
( 0)
Land — Desert
When Sunscorched Desert enters, it deals 1 damage to target player or planeswalker. : Add .
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Sunscour
( 7)
Sorcery
You may exile two white cards from your hand rather than pay this spell's mana cost. Destroy all creatures.
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Sunshot Militia
( 2)
Creature — Human Soldier
(1/3)
Tap two untapped artifacts and/or creatures you control: Sunshot Militia deals 1 damage to each opponent. Activate only as a sorcery.
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Sunshower Druid
( 1)
Creature — Frog Druid
(0/2)
When Sunshower Druid enters, put a +1/+1 counter on target creature and you gain 1 life.
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Sunspring Expedition
( 1)
Enchantment
Landfall — Whenever a land enters under your control, you may put a quest counter on Sunspring Expedition. Remove three quest counters from Sunspring Expedition and sacrifice it: You gain 8 life.
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Sunstone
( 3)
Artifact
, Sacrifice a snow land: Prevent all combat damage that would be dealt this turn.
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Sunstreak Phoenix
( 4)
Creature — Phoenix
(4/2)
Flying If it's neither day nor night, it becomes day as Sunstreak Phoenix enters. Whenever day becomes night or night becomes day, you may pay . If you do, return Sunstreak Phoenix from your graveyard to the battlefield tapped.
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Sunstrike Legionnaire
( 2)
Creature — Human Soldier
(1/2)
Sunstrike Legionnaire doesn't untap during your untap step. Whenever another creature enters, untap Sunstrike Legionnaire. : Tap target creature with mana value 3 or less.
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Suntail Squadron
( 4)
Instant
Conjure a card named Suntail Hawk into your hand. If you have fewer than seven cards in hand, repeat this process.
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Suntouched Myr
( 3)
Artifact Creature — Myr
(0/0)
Sunburst (This enters with a +1/+1 counter on it for each color of mana spent to cast it.)
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Super-Duper Lost
( 5)
Instant
Put target creature into its owner's library just beneath the top X cards of that library, where X is the number of doors you can see from your seat.
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Superior Numbers
( 2)
Sorcery
Superior Numbers deals damage to target creature equal to the number of creatures you control in excess of the number of creatures target opponent controls.
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Supplant Form
( 6)
Instant
Return target creature to its owner's hand. You create a token that's a copy of that creature.
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Supply Drop
( 3)
Artifact
Flash When Supply Drop enters, target creature you control gets +2/+2 until end of turn. , , Sacrifice Supply Drop: Draw a card.
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Suppression Bonds
( 4)
Enchantment — Aura
Enchant nonland permanent Enchanted permanent can't attack or block, and its activated abilities can't be activated.
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Suppression Field
( 2)
Enchantment
Activated abilities cost more to activate unless they're mana abilities.
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Suppression Ray
( 5)
Sorcery
Tap all creatures target player controls. You may pay any amount of . If you do, choose up to that many creatures tapped this way. 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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Suppressor Skyguard
( 4)
Creature — Human Knight
(2/4)
Flying Whenever a player attacks you, if that player has another opponent who isn't being attacked, prevent all combat damage that would be dealt to you this combat.
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Supreme Inquisitor
( 5)
Creature — Human Wizard
(1/3)
Tap five untapped Wizards you control: Search target player's library for up to five cards and exile them. Then that player shuffles.
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Supreme Phantom
( 2)
Creature — Spirit
(1/3)
Flying Other Spirits you control get +1/+1.
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Sure-Footed Infiltrator
( 4)
Creature — Merfolk Rogue
(2/3)
Tap another untapped Rogue you control: Sure-Footed Infiltrator can't be blocked this turn. Whenever Sure-Footed Infiltrator deals combat damage to a player, draw a card.
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Surge Node
( 1)
Artifact
Surge Node enters with six charge counters on it. , , Remove a charge counter from Surge Node: Put a charge counter on target artifact.
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Surge of Brilliance
( 2)
Instant
Paradox — Draw a card for each spell you've cast this turn from anywhere other than your hand. 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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Surge of Righteousness
( 2)
Instant
Destroy target black or red creature that's attacking or blocking. You gain 2 life.
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Surge of Salvation
( 1)
Instant
You and permanents you control gain hexproof until end of turn. Prevent all damage that black and/or red sources would deal to creatures you control this turn.
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Surge of Strength
( 2)
Instant
As an additional cost to cast this spell, discard a red or green card. Target creature gains trample and gets +X/+0 until end of turn, where X is that creature's mana value.
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Surge of Thoughtweft
( 2)
Kindred Instant — Kithkin
Creatures you control get +1/+1 until end of turn. If you control a Kithkin, draw a card.
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Surge of Zeal
( 1)
Instant
Radiance — Target creature and each other creature that shares a color with it gain haste until end of turn.
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Surge to Victory
( 6)
Sorcery
Exile target instant or sorcery card from your graveyard. Creatures you control get +X/+0 until end of turn, where X is that card's mana value. Whenever a creature you control deals combat damage to a player this turn, copy the exiled card. You may cast the copy without paying its mana cost.
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Surgical Extraction
( 1)
Instant
( can be paid with either or 2 life.) Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.
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Surgical Skullbomb
( 1)
Artifact
, Sacrifice Surgical Skullbomb: Draw a card. , Sacrifice Surgical Skullbomb: Return target creature to its owner's hand. Draw a card. Activate only as a sorcery.
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Surgical Suite // Hospital Room (Surgical Suite)
( 2)
Enchantment — Room
When you unlock this door, return target creature card with mana value 3 or less from your graveyard to the battlefield. (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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Surprise Deployment
( 4)
Instant
Cast this spell only during combat. You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand. (Return it only if it's on the battlefield.)
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Surrak and Goreclaw
( 6)
Legendary Creature — Human Bear
(6/5)
Trample Other creatures you control have trample. Whenever another nontoken creature you control enters, put a +1/+1 counter on it. It gains haste until end of turn.
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Surrak Dragonclaw
( 5)
Legendary Creature — Human Warrior
(6/6)
Flash This spell can't be countered. Creature spells you control can't be countered. Other creatures you control have trample.
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Surreal Memoir
( 4)
Sorcery
Return an instant card at random from your graveyard to your hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Surrounded by Orcs
( 4)
Sorcery
Amass Orcs 3, then target player mills X cards, where X is the amassed Army's power. (To amass Orcs 3, put three +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.)
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Surveillance Monitor
( 4)
Creature — Vedalken Detective
(3/3)
When Surveillance Monitor enters, you may collect evidence 4. (Exile cards with total mana value 4 or greater from your graveyard.) Whenever you collect evidence, create a 1/1 colorless Thopter artifact creature token with flying.
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Surveyor's Scope
( 2)
Artifact
, Exile Surveyor's Scope: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle.
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Survival of the Fittest
( 2)
Enchantment
, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
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Survivor of Korlis
( 1)
Creature — Human Soldier
(1/1)
First strike , Exile Survivor of Korlis from your graveyard: Scry 2.
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Survivor of the Unseen
( 3)
Creature — Human Wizard
(2/1)
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.) : Draw two cards, then put a card from your hand on top of your library.
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Survivors' Bond
( 2)
Sorcery
Choose one or both — • Return target Human creature card from your graveyard to your hand. • Return target non-Human creature card from your graveyard to your hand.
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Survivors' Encampment
( 0)
Land — Desert
: Add . , Tap an untapped creature you control: Add one mana of any color.
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Survivor's Med Kit
( 1)
Artifact
, : Choose one that hasn't been chosen — • Stimpak — Draw a card. • Fancy Lads Snack Cakes — Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") • RadAway — Target player loses all rad counters. Sacrifice Survivor's Med Kit.
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Susan Foreman
( 2)
Legendary Creature — Time Lord
(1/1)
If you would planeswalk, instead look at the top two cards of your planar deck, put one on the bottom of your planar deck and the other on top, then planeswalk. : Add . Doctor's companion (You can have two commanders if the other is the Doctor.)
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Suspension Field
( 2)
Enchantment
When Suspension Field enters, you may exile target creature with toughness 3 or greater until Suspension Field leaves the battlefield. (That creature returns under its owner's control.)
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Suspicious Bookcase
( 2)
Artifact Creature — Wall
(0/4)
Defender , : Target creature can't be blocked this turn.
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Suspicious Detonation
( 5)
Sorcery
This spell costs less to cast if you've sacrificed an artifact this turn. This spell can't be countered. (This includes by the ward ability.) Suspicious Detonation deals 4 damage to target creature.
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Suspicious Nanny
( 5)
Creature — Human Spy Rigger
(3/4)
Whenever Suspicious Nanny deals combat damage to a player, it reassembles target Contraption that player controls. (Gain control of it and move it onto one of your sprockets.)
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Suspicious Stowaway
( 2)
Creature — Human Rogue Werewolf
(1/1)
Suspicious Stowaway can't be blocked. Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Sustainer of the Realm
( 4)
Creature — Angel
(2/3)
Flying Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn.
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Sutured Ghoul
( 7)
Creature — Zombie
(*/*)
Trample As Sutured Ghoul enters, exile any number of creature cards from your graveyard. Sutured Ghoul's power is equal to the total power of the exiled cards and its toughness is equal to their total toughness.
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Svyelun of Sea and Sky
( 3)
Legendary Creature — Merfolk God
(3/4)
Svyelun of Sea and Sky has indestructible as long as you control at least two other Merfolk. Whenever Svyelun attacks, draw a card. Other Merfolk you control have ward . (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Swaggering Corsair
( 3)
Creature — Human Pirate
(2/2)
Raid — Swaggering Corsair enters with a +1/+1 counter on it if you attacked this turn.
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Swallow Whole
( 1)
Sorcery
As an additional cost to cast this spell, tap an untapped creature you control. Exile target tapped creature. Put a +1/+1 counter on the creature tapped to pay this spell's additional cost.
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Swallowing Plague
( 2)
Sorcery — Arcane
Swallowing Plague deals X damage to target creature and you gain X life.
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Swamp Mosquito
( 2)
Creature — Insect
(0/1)
Flying Whenever Swamp Mosquito attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)
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Swan Song
( 1)
Instant
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
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Swans of Bryn Argoll
( 4)
Creature — Bird Spirit
(4/3)
Flying If a source would deal damage to Swans of Bryn Argoll, prevent that damage. The source's controller draws cards equal to the damage prevented this way.
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Swarm of Bloodflies
( 5)
Creature — Insect
(0/0)
Flying Swarm of Bloodflies enters with two +1/+1 counters on it. Whenever another creature dies, put a +1/+1 counter on Swarm of Bloodflies.
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Swarm of Locus (playtest)
( 2)
Creature — — Insect Locus
(1/1)
Flying Whenever CARDNAME attacks, it gets +1/+0 until end of turn for each Locus you control.
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Swarm of Rats
( 2)
Creature — Rat
(*/1)
Swarm of Rats's power is equal to the number of Rats you control.
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Swarm Saboteur
( 2)
Creature — — Human Ninja
(2/1)
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Deathtouch Whenever Swarm Saboteur deals combat damage to a player, conjure a card named Virus Beetle into your hand.
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Swarmborn Giant
( 4)
Creature — Giant
(6/6)
When you're dealt combat damage, sacrifice Swarmborn Giant. : Monstrosity 2. (If this creature isn't monstrous, put two +1/+1 counters on it and it becomes monstrous.) As long as Swarmborn Giant is monstrous, it has reach.
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Swarming Goblins
( 5)
Creature — Goblin
(4/3)
When Swarming Goblins enters, roll a d20. 1–9 | Create a 1/1 red Goblin creature token. 10–19 | Create two of those tokens. 20 | Create three of those tokens.
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Swarming of Moria
( 3)
Sorcery
Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Amass Orcs 2. (Put two +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.)
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Swashbuckler Extraordinaire
( 3)
Creature — Dragon Rogue Warrior
(2/2)
When Swashbuckler Extraordinaire enters, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Whenever you attack, you may sacrifice one or more Treasures. When you do, up to that many target creatures gain double strike until end of turn.
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Sway of Illusion
( 2)
Instant
Any number of target creatures become the color of your choice until end of turn. Draw a card.
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Sway of the Stars
( 10)
Sorcery
Each player shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards. Each player's life total becomes 7.
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Sweatworks Brawler
( 4)
Creature — Human Artificer
(3/3)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Menace
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Two-Handed Axe (Sweeping Cleave)
( 2)
Instant — Adventure
Target creature you control gains double strike until end of turn. (Then exile this card. You may cast the artifact later from exile.)
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Sweet Oblivion
( 2)
Sorcery
Target player mills four cards. Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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