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Screeching Drake
( 4)
Creature — Drake
(2/2)
Flying When Screeching Drake enters the battlefield, draw a card, then discard a card.
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Screeching Griffin
( 4)
Creature — Griffin
(2/2)
Flying : Target creature can't block Screeching Griffin this turn.
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Screeching Harpy
( 4)
Creature — Harpy Beast
(2/2)
Flying : Regenerate Screeching Harpy.
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Screeching Phoenix
( 6)
Creature — Phoenix
(4/4)
Flying : Creatures you control get +1/+0 until end of turn.
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Screeching Scorchbeast
( 6)
Creature — Bat Mutant
(5/5)
Flying, menace Whenever Screeching Scorchbeast attacks, each player gets two rad counters. Whenever one or more nonland cards are milled, you may create that many 2/2 black Zombie Mutant creature tokens. Do this only once each turn.
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Screeching Silcaw
( 2)
Creature — Bird
(1/2)
Flying Metalcraft — Whenever Screeching Silcaw deals combat damage to a player, if you control three or more artifacts, that player mills four cards.
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Screeching Skaab
( 2)
Creature — Zombie
(2/1)
When Screeching Skaab enters the battlefield, mill two cards.
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Screeching Sliver
( 1)
Creature — Sliver
(1/1)
All Slivers have ": Target player mills a card."
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Scrib Nibblers
( 3)
Creature — Rat
(1/1)
: Exile the top card of target player's library. If it's a land card, you gain 1 life. Landfall — Whenever a land enters the battlefield under your control, you may untap Scrib Nibblers.
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Scribe of the Mindful
( 3)
Creature — Human Cleric
(2/2)
, , Sacrifice Scribe of the Mindful: Return target instant or sorcery card from your graveyard to your hand.
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Scrivener
( 5)
Creature — Human Wizard
(2/2)
When Scrivener enters the battlefield, you may return target instant card from your graveyard to your hand.
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Scroll of Avacyn
( 1)
Artifact
, Sacrifice Scroll of Avacyn: Draw a card. If you control an Angel, you gain 5 life.
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Scroll of Fate
( 3)
Artifact
: Manifest a card from your hand. (Put that card 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.)
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Scroll of Griselbrand
( 1)
Artifact
, Sacrifice Scroll of Griselbrand: Target opponent discards a card. If you control a Demon, that player loses 3 life.
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Scroll of Isildur
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to one target artifact for as long as you control Scroll of Isildur. The Ring tempts you. II — Tap up to two target creatures. Put a stun counter on each of them. III — Draw a card for each tapped creature target opponent controls.
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Scroll of Origins
( 2)
Artifact
, : Draw a card if you have seven or more cards in hand.
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Scroll of the Masters
( 2)
Artifact
Whenever you cast a noncreature spell, put a lore counter on Scroll of the Masters. , : Target creature you control gets +1/+1 until end of turn for each lore counter on Scroll of the Masters.
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Scroll Rack
( 2)
Artifact
, : Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.
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Scroll Thief
( 3)
Creature — Merfolk Rogue
(1/3)
Whenever Scroll Thief deals combat damage to a player, draw a card.
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Scrollshift
( 3)
Instant
Exile up to one target artifact, creature, or enchantment you control, then return it to the battlefield under its owner's control. Draw a card.
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Scrounge
( 3)
Sorcery
Target opponent chooses an artifact card in their graveyard. Put that card onto the battlefield under your control.
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Scrounged Scythe
( 0)
Artifact — Equipment
Equipped creature gets +1/+1. As long as equipped creature is a Human, it has menace. (It can't be blocked except by two or more creatures.) Equip
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Scrounger of Souls
( 5)
Creature — Horror
(3/4)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Scrounging Bandar
( 2)
Creature — Cat Monkey
(0/0)
Scrounging Bandar enters the battlefield with two +1/+1 counters on it. At the beginning of your upkeep, you may move any number of +1/+1 counters from Scrounging Bandar onto another target creature.
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Scryb Ranger
( 2)
Creature — Faerie Ranger
(1/1)
Flash Flying, protection from blue Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.
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Scrying Glass
( 2)
Artifact
, : Choose a number greater than 0 and a color. Target opponent reveals their hand. If that opponent reveals exactly the chosen number of cards of the chosen color, you draw a card.
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Sculpted Perfection
( 4)
Enchantment
When Sculpted Perfection enters the battlefield, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.) Phyrexians you control get +1/+1.
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Sculpted Sunburst
( 5)
Sorcery
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
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Scurrid Colony
( 2)
Creature — Squirrel
(2/2)
Reach Scurrid Colony gets +2/+2 as long as you control eight or more lands.
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Scurrilous Sentry
( 4)
Creature — Human Knight Rogue
(2/3)
Menace Whenever Scurrilous Sentry enters the battlefield or attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
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Scurry Oak
( 3)
Creature — Treefolk
(1/2)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever one or more +1/+1 counters are put on Scurry Oak, you may create a 1/1 green Squirrel creature token.
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Scute Swarm
( 3)
Creature — Insect
(1/1)
Landfall — Whenever a land enters the battlefield under your control, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of Scute Swarm instead.
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Scuttlegator
( 6)
Creature — Crab Turtle Crocodile
(6/6)
Defender : Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) As long as Scuttlegator has a +1/+1 counter on it, it can attack as though it didn't have defender.
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Scuttling Butler
( 3)
Artifact Creature — Construct
(4/1)
At the beginning of combat on your turn, if you control two or more multicolored permanents, Scuttling Butler gains double strike until end of turn.
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Scuttling Sliver
( 3)
Creature — Sliver Trilobite
(2/2)
Sliver creatures you control have ": Untap this creature."
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Scuzzback Marauders
( 5)
Creature — Goblin Warrior
(5/2)
Trample Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Scuzzback Scrapper
( 1)
Creature — Goblin Warrior
(1/1)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Scythe Leopard
( 1)
Creature — Cat
(1/1)
Landfall — Whenever a land enters the battlefield under your control, Scythe Leopard gets +1/+1 until end of turn.
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Scythe of the Wretched
( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Whenever a creature dealt damage by equipped creature this turn dies, return that card to the battlefield under your control. Attach Scythe of the Wretched to that creature. Equip
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Scythe Specter
( 6)
Creature — Specter
(4/4)
Flying Whenever Scythe Specter deals combat damage to a player, each opponent discards a card. Each player who discarded a card with the highest mana value among cards discarded this way loses life equal to that mana value.
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Scythe Tiger
( 1)
Creature — Cat
(3/2)
Shroud (This creature can't be the target of spells or abilities.) When Scythe Tiger enters the battlefield, sacrifice it unless you sacrifice a land.
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Scytheclaw Raptor
( 3)
Creature — Dinosaur
(4/3)
Whenever a player casts a spell, if it's not their turn, Scytheclaw Raptor deals 4 damage to them.
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Sea Drake
( 3)
Creature — Drake
(4/3)
Flying When Sea Drake enters the battlefield, return two target lands you control to their owner's hand.
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Sea Gate Banneret
( 1)
Creature — Kor Warrior
(1/2)
: Creatures you control get +1/+1 until end of turn.
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Sea Gate Loremaster
( 5)
Creature — Merfolk Wizard Ally
(1/3)
: Draw a card for each Ally you control.
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Sea Gate Oracle
( 3)
Creature — Human Wizard
(1/3)
When Sea Gate Oracle enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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Sea Gate Restoration
( 7)
Sorcery
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
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Sea Gate Stormcaller
( 2)
Creature — Human Wizard
(2/1)
Kicker When Sea Gate Stormcaller enters the battlefield, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If Sea Gate Stormcaller was kicked, copy that spell twice instead. You may choose new targets for the copies.
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Sea Gate, Reborn
( 0)
Land
As Sea Gate, Reborn enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped. : Add .
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Sea God's Revenge
( 6)
Sorcery
Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Sea God's Scorn
( 6)
Sorcery
Return up to three target creatures and/or enchantments to their owners' hands.
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Sea Hag
( 5)
Creature — Hag
(3/5)
When Sea Hag enters the battlefield, creatures your opponents control get -4/-0 until end of turn.
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Sea Monster
( 6)
Creature — Serpent
(6/6)
Sea Monster can't attack unless defending player controls an Island.
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Sea Serpent
( 6)
Creature — Serpent
(5/5)
Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent.
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Sea Spirit
( 5)
Creature — Elemental Spirit
(2/3)
: Sea Spirit gets +1/+0 until end of turn.
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Sea Sprite
( 2)
Creature — Faerie
(1/1)
Flying, protection from red
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Sea Troll
( 3)
Creature — Troll
(2/1)
: Regenerate Sea Troll. Activate only if Sea Troll blocked or was blocked by a blue creature this turn.
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Seachrome Coast
( 0)
Land
Seachrome Coast enters the battlefield tapped unless you control two or fewer other lands. : Add or .
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Sea-Dasher Octopus
( 3)
Creature — Octopus
(2/2)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flash Whenever this creature deals combat damage to a player, draw a card.
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Seafarer's Quay
( 0)
Land
Blue legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Seafaring Werewolf
( 0)
Creature — Werewolf
(2/1)
Seafaring Werewolf can't be blocked. Whenever Seafaring Werewolf deals combat damage to a player, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Seafloor Debris
( 0)
Land
Seafloor Debris enters the battlefield tapped. : Add . , Sacrifice Seafloor Debris: Add one mana of any color.
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Seafloor Oracle
( 4)
Creature — Merfolk Wizard
(2/3)
Whenever a Merfolk you control deals combat damage to a player, draw a card.
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Seal from Existence
( 3)
Enchantment
Ward (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When Seal from Existence enters the battlefield, exile target nonland permanent an opponent controls until Seal from Existence leaves the battlefield.
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Seal of Fire
( 1)
Enchantment
Sacrifice Seal of Fire: It deals 2 damage to any target.
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Seal of Primordium
( 2)
Enchantment
Sacrifice Seal of Primordium: Destroy target artifact or enchantment.
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Seal of Removal
( 1)
Enchantment
Sacrifice Seal of Removal: Return target creature to its owner's hand.
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Seal of Strength
( 1)
Enchantment
Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn.
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Sealock Monster
( 5)
Creature — Octopus
(5/5)
Sealock Monster can't attack unless defending player controls an Island. : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Sealock Monster becomes monstrous, target land becomes an Island in addition to its other types.
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Search for Azcanta
( 2)
Legendary Enchantment
At the beginning of your upkeep, surveil 1. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta. (Look at the top card of your library. You may put that card into your graveyard.)
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Search for Blex
( 4)
Sorcery
Look at the top five cards of your library. You may put any number of them into your hand and the rest into your graveyard. You lose 3 life for each card you put into your hand this way.
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Search for Glory
( 3)
Snow Sorcery
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each spent to cast this spell. ( is mana from a snow source.)
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Search for Survivors
( 3)
Sorcery
Reorder your graveyard at random. An opponent chooses a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, exile it.
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Search for Tomorrow
( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
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Search Party Captain
( 4)
Creature — Human Soldier
(2/2)
This spell costs less to cast for each creature you attacked with this turn. When Search Party Captain enters the battlefield, draw a card.
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Search the City
( 5)
Enchantment
When Search the City enters the battlefield, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with Search the City, sacrifice it. If you do, take an extra turn after this one.
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Search the Premises
( 4)
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Search Warrant
( 2)
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
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Searchlight Companion
( 3)
Artifact Creature — Drone
(1/1)
Flying When Searchlight Companion enters the battlefield, create a 1/1 colorless Spirit creature token.
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Searchlight Geist
( 3)
Creature — Spirit
(2/1)
Flying : Searchlight Geist gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Searing Barb
( 3)
Sorcery
Searing Barb deals 2 damage to any target. If it's a creature, it can't block this turn. Incubate 1. (Create an Incubator token with a +1/+1 counter on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Searing Barrage
( 5)
Instant
Searing Barrage deals 5 damage to target creature. Adamant — If at least three red mana was spent to cast this spell, Searing Barrage deals 3 damage to that creature's controller.
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Searing Blaze
( 2)
Instant
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls. Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
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Searing Blood
( 2)
Instant
Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller.
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Searing Flesh
( 7)
Sorcery
Searing Flesh deals 7 damage to target opponent or planeswalker.
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Searing Light
( 1)
Instant
Destroy target attacking or blocking creature with power 2 or less.
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Searing Meditation
( 3)
Enchantment
Whenever you gain life, you may pay . If you do, Searing Meditation deals 2 damage to any target.
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Searing Rays
( 3)
Sorcery
Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.
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Searing Spear
( 2)
Instant
Searing Spear deals 3 damage to any target.
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