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Squire's Devotion
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has lifelink. When Squire's Devotion enters, create a 1/1 white Vampire creature token with lifelink.
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Squirming Emergence
( 3)
Sorcery
Fathomless descent — Return to the battlefield target nonland permanent card in your graveyard with mana value less than or equal to the number of permanent cards in your graveyard.
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Squirming Mass
( 2)
Creature — Horror
(1/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
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Squirrel Dealer
( 1)
Creature — Raccoon Lizard Bird
(1/1)
When Squirrel Dealer enters, ask a person outside the game "Do you like Squirrels?" If they do, create a 1/1 green Squirrel creature token.
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Squirrel Farm
( 3)
Enchantment
: Reveal a card in your hand, covering the artist credit. Target opponent guesses the artist. If they guess wrong, create a 1/1 green Squirrel creature token.
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Squirrel Mob
( 3)
Creature — Squirrel
(2/2)
Squirrel Mob gets +1/+1 for each other Squirrel on the battlefield.
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Squirrel Nest
( 3)
Enchantment — Aura
Enchant land Enchanted land has ": Create a 1/1 green Squirrel creature token."
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Squirrel Sanctuary
( 1)
Enchantment
When Squirrel Sanctuary enters, create a 1/1 green Squirrel creature token. Whenever a nontoken creature you control dies, you may pay . If you do, return Squirrel Sanctuary to its owner's hand.
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Squirrel Sovereign
( 2)
Creature — Squirrel Noble
(2/2)
Other Squirrels you control get +1/+1.
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Squirrel Squatters
( 5)
Creature — Squirrel
(4/4)
When Squirrel Squatters enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) Whenever Squirrel Squatters attacks, create a 1/1 green Squirrel creature token that's tapped and attacking for each Attraction you've visited this turn.
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Squirrel Stack (Squirrel Stack (a))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 2, 3, 6
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Squirrel Stack (Squirrel Stack (b))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 2, 4, 6
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Squirrel Stack (Squirrel Stack (c))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 2, 5, 6
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Squirrel Stack (Squirrel Stack (d))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 3, 4, 6
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Squirrel Stack (Squirrel Stack (e))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 3, 5, 6
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Squirrel Stack (Squirrel Stack (f))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 4, 5, 6
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Squishy Sphinx Ninja
( 0)
Stickers
2 — Ward (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) 4 — Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) 3 — 5/3 5 — 7/7
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Stab Wound
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-2. At the beginning of the upkeep of enchanted creature's controller, that player loses 2 life.
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Stadium Vendors
( 4)
Creature — Goblin
(3/3)
When Stadium Vendors enters, choose a player. That player adds two mana of any one color they choose.
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Staff of Eden, Vault's Key
( 6)
Legendary Artifact
When Staff of Eden, Vault's Key enters, put target legendary permanent card not named Staff of Eden, Vault's Key from a graveyard onto the battlefield under your control. : Draw a card for each permanent you control but don't own.
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Staff of the Letter Magus
( 3)
Artifact
As Staff of the Letter Magus enters, choose a consonant other than N, R, S, or T. Whenever a player casts a spell, you gain 1 life for each time the chosen letter appears in that spell's name.
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Staff of the Mind Magus
( 3)
Artifact
Whenever you cast a blue spell or an Island you control enters, you gain 1 life.
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Staff of the Sun Magus
( 3)
Artifact
Whenever you cast a white spell or a Plains you control enters, you gain 1 life.
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Staff of the Wild Magus
( 3)
Artifact
Whenever you cast a green spell or a Forest you control enters, you gain 1 life.
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Stalking Bloodsucker
( 6)
Creature — Vampire
(4/4)
Flying , Discard a card: Stalking Bloodsucker gets +2/+2 until end of turn.
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Stallion of Ashmouth
( 4)
Creature — Nightmare Horse
(3/3)
Delirium — : Stallion of Ashmouth gets +1/+1 until end of turn. Activate only if there are four or more card types among cards in your graveyard.
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Stampede Surfer
( 5)
Creature — Human Warrior
(4/4)
Haste Whenever Stampede Surfer attacks, for each opponent, you create a 2/2 green Boar creature token that‘s tapped and attacking that opponent.
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Standard Procedure
( 0)
Instant
, Reveal Standard Procedure from your hand: Choose an instant or sorcery card with mana value 3 or less currently legal in the Standard format. Standard Procedure becomes that card until end of turn.
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Star Pupil
( 1)
Creature — Human Wizard
(0/0)
Star Pupil enters with a +1/+1 counter on it. When Star Pupil dies, put its counters on target creature you control.
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Starlight Spectacular
( 4)
Enchantment
Parade — At the beginning of combat on your turn, choose creatures you control one at a time until each creature you control has been chosen. Each of those creatures gets +1/+1 until end of turn for each creature chosen before it. (Places everyone The first creature in line gets +0/+0.)
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Starnheim Courser
( 3)
Creature — Pegasus
(2/2)
Flying Artifact and enchantment spells you cast cost less to cast.
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Starscream, Power Hungry
( 4)
Legendary Artifact Creature — Robot
(2/3)
More Than Meets the Eye (You may cast this card converted for .) Flying Whenever you draw a card, if you're the monarch, target opponent loses 2 life. Whenever one or more creatures deal combat damage to you, convert Starscream.
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Start Your Engines
( 4)
Sorcery
Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
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Starved Rusalka
( 1)
Creature — Spirit
(1/1)
, Sacrifice a creature: You gain 1 life.
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Statute of Denial
( 4)
Instant
Counter target spell. If you control a blue creature, draw a card, then discard a card.
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Staunch Crewmate
( 2)
Creature — Human Pirate
(2/1)
When Staunch Crewmate enters, look at the top four cards of your library. You may reveal an artifact or Pirate 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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Staunch Defenders
( 5)
Creature — Human Soldier
(3/4)
When Staunch Defenders enters, you gain 4 life.
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Staunch Throneguard
( 5)
Artifact Creature — Construct
(2/5)
Vigilance When Staunch Throneguard enters, you become the monarch.
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Staunch-Hearted Warrior
( 4)
Creature — Human Warrior
(2/2)
Heroic — Whenever you cast a spell that targets Staunch-Hearted Warrior, put two +1/+1 counters on Staunch-Hearted Warrior.
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Steadfast Armasaur
( 4)
Creature — Dinosaur
(2/3)
Vigilance , : Steadfast Armasaur deals damage equal to its toughness to target creature blocking or blocked by it.
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Steadfast Guard
( 2)
Creature — Human Rebel
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Steadfast Unicorn
( 1)
Creature — Unicorn
(1/2)
: Creatures you control get +1/+1 and gain vigilance until end of turn. Activate only during your turn.
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Steam Augury
( 4)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
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Steam Catapult
( 5)
Creature — Human Soldier
(2/3)
: Destroy target tapped creature. Activate only during your turn, before attackers are declared.
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Roaring Furnace // Steaming Sauna (Steaming Sauna)
( 5)
Enchantment — Room
You have no maximum hand size. At the beginning of your end step, draw a card. (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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Steel Squirrel
( 2)
Artifact Creature — Squirrel
(1/1)
Whenever you roll a 5 or higher on a die, Steel Squirrel gets +X/+X until end of turn, where X is the result. : Roll a six-sided die.
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Steelburr Champion
( 3)
Creature — Mouse Soldier
(1/1)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Vigilance Whenever an opponent casts a noncreature spell, put a +1/+1 counter on this creature.
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Steel-Plume Marshal
( 5)
Creature — Bird Soldier
(3/3)
Flying Whenever Steel-Plume Marshal attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
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Stensia Banquet
( 3)
Sorcery
Stensia Banquet deals damage to target opponent or planeswalker equal to the number of Vampires you control. Draw a card.
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Stensia Masquerade
( 3)
Enchantment
Attacking creatures you control have first strike. Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it. 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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Stensia Uprising
( 4)
Enchantment
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice Stensia Uprising. When you do, it deals 7 damage to any target.
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Step Right Up
( 4)
Sorcery
Open two Attractions. (Put the top two cards of your Attraction deck onto the battlefield.)
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Step Through
( 5)
Sorcery
Return two target creatures to their owners' hands. Wizardcycling (, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
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Sterling Hound
( 3)
Artifact Creature — Dog
(3/2)
When Sterling Hound enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Sterling Supplier
( 5)
Creature — Bird Soldier
(3/4)
Flying When Sterling Supplier enters, put a +1/+1 counter on another target creature you control.
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Stern Judge
( 3)
Creature — Human Cleric
(2/2)
: Each player loses 1 life for each Swamp they control.
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Sticky Kavu Daredevil
( 0)
Stickers
2 — When this permanent dies, you may return target creature to its owner's hand. 4 — Whenever this creature attacks, creatures you control get +1/+1 until end of turn. 2 — 3/3 3 — 2/6
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Stickytongue Sentinel
( 3)
Creature — Frog Warrior
(3/3)
Reach When Stickytongue Sentinel enters, return up to one other target permanent you control to its owner's hand.
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Stimulus Package
( 4)
Enchantment
When Stimulus Package enters, create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.") Sacrifice a Treasure: Create a 1/1 green and white Citizen creature token.
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Stinging Study
( 5)
Instant
You draw X cards and you lose X life, where X is the mana value of a commander you own on the battlefield or in the command zone.
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Stingscourger
( 2)
Creature — Goblin Warrior
(2/2)
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Stingscourger enters, return target creature an opponent controls to its owner's hand.
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Stitcher's Supplier
( 1)
Creature — Zombie
(1/1)
When Stitcher's Supplier enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
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Stoic Builder
( 3)
Creature — Human
(2/3)
When Stoic Builder enters, you may return target land card from your graveyard to your hand.
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Stoic Rebuttal
( 3)
Instant
Metalcraft — This spell costs less to cast if you control three or more artifacts. Counter target spell.
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Hearth Elemental (Stoke Genius)
( 2)
Sorcery — Adventure
Discard your hand, then draw two cards. (Then exile this card. You may cast the creature later from exile.)
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Stomping Ground
( 0)
Land — Mountain Forest
(: Add or .) As Stomping Ground enters, you may pay 2 life. If you don't, it enters tapped.
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Stone Catapult
( 5)
Creature — Human Soldier
(1/2)
: Destroy target tapped nonblack creature. Activate only during your turn, before attackers are declared.
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Stone Haven Outfitter
( 2)
Creature — Kor Artificer Ally
(2/2)
Equipped creatures you control get +1/+1. Whenever an equipped creature you control dies, draw a card.
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Stone Kavu
( 5)
Creature — Kavu
(3/3)
: Stone Kavu gets +1/+0 until end of turn. : Stone Kavu gets +0/+1 until end of turn.
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Stone Retrieval Unit
( 4)
Artifact Creature — Construct
(2/3)
When Stone Retrieval Unit enters, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Stonebound Mentor
( 3)
Creature — Spirit Advisor
(3/3)
Whenever one or more cards leave your graveyard, scry 1.
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Stonefury
( 5)
Instant
Stonefury deals damage to target creature equal to the number of lands you control.
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Stone-Tongue Basilisk
( 7)
Creature — Basilisk
(4/5)
Whenever Stone-Tongue Basilisk deals combat damage to a creature, destroy that creature at end of combat. Threshold — As long as seven or more cards are in your graveyard, all creatures able to block Stone-Tongue Basilisk do so.
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Storm Cauldron
( 5)
Artifact
Each player may play an additional land during each of their turns. Whenever a land is tapped for mana, return it to its owner's hand.
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Storm Fleet Swashbuckler
( 2)
Creature — Human Pirate
(2/2)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Storm Fleet Swashbuckler has double strike as long as you have the city's blessing.
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Storm King's Thunder
( 3)
Instant
When you next cast an instant or sorcery spell this turn, copy that spell X times. You may choose new targets for the copies.
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Storm of Saruman
( 6)
Enchantment
Ward Whenever you cast your second spell each turn, copy it, except the copy isn't legendary. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
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Storm of Souls
( 6)
Sorcery
Return all creature cards from your graveyard to the battlefield. Each of them is a 1/1 Spirit with flying in addition to its other types. Exile Storm of Souls.
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Storm Sculptor
( 4)
Creature — Merfolk Wizard
(3/2)
Storm Sculptor can't be blocked. When Storm Sculptor enters, return a creature you control to its owner's hand.
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Storm the Vault
( 4)
Legendary Enchantment
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") At the beginning of your end step, if you control five or more artifacts, transform Storm the Vault.
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Stormbound Geist
( 3)
Creature — Spirit
(2/2)
Flying Stormbound Geist can block only creatures with flying. Undying (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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Stormcloud Djinn
( 5)
Creature — Djinn
(3/3)
Flying Stormcloud Djinn can block only creatures with flying. : Stormcloud Djinn gets +2/+0 until end of turn and deals 1 damage to you.
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Stormcloud Spirit
( 5)
Creature — Spirit
(4/4)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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