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Sarkhan, the Dragonspeaker
( 5)
Legendary Planeswalker — Sarkhan
(4)
+1: Until end of turn, Sarkhan, the Dragonspeaker becomes a legendary 4/4 red Dragon creature with flying, indestructible, and haste. (He doesn't lose loyalty while he's not a planeswalker.) −3: Sarkhan, the Dragonspeaker deals 4 damage to target creature. −6: You get an emblem with "At the beginning of your draw step, draw two additional cards" and "At the beginning of your end step, discard your hand."
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Saruman the White
( 5)
Legendary Creature — Avatar Wizard
(4/4)
Ward Whenever you cast your second spell each turn, 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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Saruman, the White Hand
( 4)
Legendary Creature — Avatar Wizard
(2/5)
Whenever you cast a noncreature spell, amass Orcs X, where X is that spell's mana value. (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.) Goblins and Orcs you control have ward .
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Saryth, the Viper's Fang
( 4)
Legendary Creature — Human Warlock
(3/4)
Other tapped creatures you control have deathtouch. Other untapped creatures you control have hexproof. , : Untap another target creature or land you control.
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Saskia the Unyielding
( 4)
Legendary Creature — Human Soldier
(3/4)
Vigilance, haste As Saskia the Unyielding enters the battlefield, choose a player. Whenever a creature you control deals combat damage to a player, it deals that much damage to the chosen player.
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Satoru, the Infiltrator
( 2)
Legendary Creature — Human Ninja Rogue
(2/3)
Menace Whenever Satoru, the Infiltrator and/or one or more other nontoken creatures enter the battlefield under your control, if none of them were cast or no mana was spent to cast them, draw a card.
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Satsuki, the Living Lore
( 2)
Legendary Creature — Human Druid
(1/3)
: Put a lore counter on each Saga you control. Activate only as a sorcery. When Satsuki, the Living Lore dies, choose up to one — • Return target Saga or enchantment creature you control to its owner's hand. • Return target Saga card from your graveyard to your hand.
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Sauron, Lord of the Rings
( 8)
Legendary Creature — Avatar Horror
(9/9)
When you cast this spell, amass Orcs 5, mill five cards, then return a creature card from your graveyard to the battlefield. Trample Whenever a commander an opponent controls dies, the Ring tempts you.
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Sauron, the Dark Lord
( 6)
Legendary Creature — Avatar Horror
(7/6)
Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards.
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Sauron, the Lidless Eye
( 5)
Legendary Creature — Avatar Horror
(4/4)
When Sauron, the Lidless Eye enters the battlefield, gain control of target creature an opponent controls until end of turn. Untap it. It gains haste until end of turn. : Creatures you control get +2/+0 until end of turn. Each opponent loses 2 life.
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Sauron, the Necromancer
( 5)
Legendary Creature — Avatar Horror
(4/4)
Menace Whenever Sauron, the Necromancer attacks, exile target creature card from your graveyard. Create a tapped and attacking token that's a copy of that card, except it's a 3/3 black Wraith with menace. At the beginning of the next end step, exile that token unless Sauron is your Ring-bearer.
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Savior of the Sleeping
( 3)
Creature — Human Knight
(2/3)
Vigilance Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Savior of the Sleeping.
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Savor the Moment
( 3)
Sorcery
Take an extra turn after this one. Skip the untap step of that turn.
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Savra, Queen of the Golgari
( 4)
Legendary Creature — Elf Shaman
(2/2)
Whenever you sacrifice a black creature, you may pay 2 life. If you do, each other player sacrifices a creature. Whenever you sacrifice a green creature, you may gain 2 life.
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Scale the Heights
( 3)
Sorcery
Put a +1/+1 counter on up to one target creature. You gain 2 life. You may play an additional land this turn. Draw a card.
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Tempest Hart (Scan the Clouds)
( 2)
Instant — Adventure
Draw two cards, then discard two cards. (Then exile this card. You may cast the creature later from exile.)
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Scarab of the Unseen
( 2)
Artifact
, Sacrifice Scarab of the Unseen: Return all Auras attached to target permanent you own to their owners' hands. Draw a card at the beginning of the next turn's upkeep.
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Scars of the Veteran
( 5)
Instant
You may exile a white card from your hand rather than pay this spell's mana cost. Prevent the next 7 damage that would be dealt to any target this turn. If it's a creature, put a +0/+1 counter on it for each 1 damage prevented this way at the beginning of the next end step.
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Scatter the Seeds
( 5)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Create three 1/1 green Saproling creature tokens.
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Scene of the Crime
( 0)
Artifact Land — Clue
Scene of the Crime enters the battlefield tapped. : Add . , Tap an untapped creature you control: Add one mana of any color. , Sacrifice Scene of the Crime: Draw a card.
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Scholar of the Ages
( 7)
Creature — Human Wizard
(3/3)
When Scholar of the Ages enters the battlefield, return up to two target instant and/or sorcery cards from your graveyard to your hand.
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Scholar of the Lost Trove
( 7)
Creature — Sphinx
(5/5)
Flying When Scholar of the Lost Trove enters the battlefield, you may cast target instant, sorcery, or artifact card from your graveyard without paying its mana cost. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.
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Scion of the Swarm
( 5)
Creature — Vampire Cleric
(3/3)
Flying Whenever you gain life, put a +1/+1 counter on Scion of the Swarm.
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Scion of the Ur-Dragon
( 5)
Legendary Creature — Dragon Avatar
(4/4)
Flying : Search your library for a Dragon permanent card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle.
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Scion of the Wild
( 3)
Creature — Avatar
(*/*)
Scion of the Wild's power and toughness are each equal to the number of creatures you control.
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Scorch the Fields
( 5)
Sorcery
Destroy target land. Scorch the Fields deals 1 damage to each Human creature.
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Scornful Æther-Lich (Scornful Aether-Lich)
( 4)
Artifact Creature — Zombie Wizard
(2/4)
: Scornful Aether-Lich gains fear and vigilance until end of turn. (Attacking doesn't cause it to tap, and it can't be blocked except by artifact creatures and/or black creatures.)
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Scour the Desert
( 5)
Sorcery
Exile target creature card from your graveyard. Create X 1/1 white Bird creature tokens with flying, where X is the exiled card's toughness.
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Scour the Laboratory
( 6)
Instant
Delirium — This spell costs less to cast if there are four or more card types among cards in your graveyard. Draw three cards.
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Scourge of the Nobilis
( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is red, it gets +1/+1 and has ": This creature gets +1/+0 until end of turn." As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
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Scourge of the Skyclaves
( 2)
Creature — Demon
(*/*)
Kicker When you cast this spell, if it was kicked, each player loses half their life, rounded up. Scourge of the Skyclaves's power and toughness are each equal to 20 minus the highest life total among players.
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Scourge of the Throne
( 6)
Creature — Dragon
(5/5)
Flying Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Whenever Scourge of the Throne attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
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Scout the Borders
( 3)
Sorcery
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
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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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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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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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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
( 5)
Artifact — Equipment
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up. Equip
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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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Seal of the Guildpact
( 5)
Artifact
As Seal of the Guildpact enters the battlefield, choose two colors. Each spell you cast costs less to cast for each of the chosen colors it is.
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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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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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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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Secure the Scene
( 5)
Sorcery
Exile target nonland permanent. Its controller creates a 1/1 white Soldier creature token.
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See the Truth
( 2)
Sorcery
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. If this spell was cast from anywhere other than your hand, put each of those cards into your hand instead.
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See the Unwritten
( 6)
Sorcery
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard. Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.
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Seed the Land
( 4)
Enchantment
Whenever a land enters the battlefield, its controller creates a 1/1 green Snake creature token.
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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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Seek the Wilds
( 2)
Sorcery
Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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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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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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Seize the Day
( 4)
Sorcery
Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Seize the Initiative
( 1)
Instant
Target creature gets +1/+1 and gains first strike until end of turn.
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Seize the Secrets
( 3)
Sorcery
This spell costs less to cast if you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Draw 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 artifact: 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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Selvala, Heart of the Wilds
( 3)
Legendary Creature — Elf Scout
(2/3)
Whenever another creature enters the battlefield, 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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Sengir, the Dark Baron
( 6)
Legendary Creature — Vampire Noble
(4/4)
Flying Whenever another creature dies, put two +1/+1 counters on Sengir, the Dark Baron. Whenever another player loses the game, you gain life equal to that player's life total as the turn began. Partner (You can have two commanders if both have partner.)
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Sentinel of the Eternal Watch
( 6)
Creature — Giant Soldier
(4/6)
Vigilance (Attacking doesn't cause this creature to tap.) At the beginning of combat on each opponent's turn, tap target creature that player controls.
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Sentinel of the Nameless City
( 3)
Creature — Merfolk Warrior Scout
(3/4)
Vigilance Whenever Sentinel of the Nameless City enters the battlefield or attacks, create a Map token. (It's an artifact with ", , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.")
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Sentinel of the Pearl Trident
( 5)
Creature — Merfolk Soldier
(3/3)
Flash When Sentinel of the Pearl Trident enters the battlefield, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)
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Sentry of the Underworld
( 5)
Creature — Griffin Skeleton
(3/3)
Flying, vigilance , Pay 3 life: Regenerate Sentry of the Underworld.
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Seraph of the Masses
( 7)
Creature — Angel
(*/*)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Flying Seraph of the Masses's power and toughness are each equal to the number of creatures you control.
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Seraph of the Scales
( 4)
Creature — Angel
(4/3)
Flying : Seraph of the Scales gains vigilance until end of turn. : Seraph of the Scales gains deathtouch until end of turn. Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
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Seraph of the Suns
( 7)
Creature — Angel
(4/4)
Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Seraph of the Sword
( 4)
Creature — Angel
(3/3)
Flying Prevent all combat damage that would be dealt to Seraph of the Sword.
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Serpent of the Endless Sea
( 5)
Creature — Serpent
(*/*)
Serpent of the Endless Sea's power and toughness are each equal to the number of Islands you control. Serpent of the Endless Sea can't attack unless defending player controls an Island.
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Serra the Benevolent
( 4)
Legendary Planeswalker — Serra
(4)
+2: Creatures you control with flying get +1/+1 until end of turn. −3: Create a 4/4 white Angel creature token with flying and vigilance. −6: You get an emblem with "If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead."
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Servant of the Scale
( 1)
Creature — Human Soldier
(0/0)
Servant of the Scale enters the battlefield with a +1/+1 counter on it. When Servant of the Scale dies, put X +1/+1 counters on target creature you control, where X is the number of +1/+1 counters on Servant of the Scale.
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Servant of the Stinger
( 2)
Creature — Human Warlock
(1/3)
Deathtouch Whenever Servant of the Stinger deals combat damage to a player, if you've committed a crime this turn, you may sacrifice Servant of the Stinger. If you do, search your library for a card, put it into your hand, then shuffle. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Seshiro the Anointed
( 6)
Legendary Creature — Snake Monk
(3/4)
Other Snake creatures you control get +2/+2. Whenever a Snake you control deals combat damage to a player, you may draw a card.
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Settle the Score
( 4)
Sorcery
Exile target creature. Put two loyalty counters on a planeswalker you control.
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Settle the Wilds
( 3)
Sorcery
Seek a basic land card and put it onto the battlefield tapped. Then seek a permanent card with mana value equal to the number of lands you control.
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Settle the Wreckage
( 4)
Instant
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
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Sever the Bloodline
( 4)
Sorcery
Exile target creature and all other creatures with the same name as that creature. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sevinne, the Chronoclasm
( 5)
Legendary Creature — Human Wizard
(2/2)
Prevent all damage that would be dealt to Sevinne, the Chronoclasm. Whenever you cast your first instant or sorcery spell from your graveyard each turn, copy that spell. You may choose new targets for the copy.
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Shabraz, the Skyshark
( 5)
Legendary Creature — Shark Bird
(3/3)
Partner with Brallin, Skyshark Rider Flying Whenever you draw a card, put a +1/+1 counter on Shabraz, the Skyshark and you gain 1 life. : Target Human gains flying until end of turn.
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Shadow in the Warp
( 3)
Enchantment
The first creature spell you cast each turn costs less to cast. Whenever an opponent casts their first noncreature spell each turn, Shadow in the Warp deals 2 damage to that player.
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Shadow of the Enemy
( 6)
Sorcery
Exile all creature cards from target player's graveyard. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
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Shadow of the Grave
( 2)
Instant
Return to your hand all cards in your graveyard that you cycled or discarded this turn.
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