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Rush of Battle
( 4)
Sorcery
Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
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Rush of Dread
( 3)
Sorcery
Spree (Choose one or more additional costs.) + — Target opponent sacrifices half the creatures they control, rounded up. + — Target opponent discards half the cards in their hand, rounded up. + — Target opponent loses half their life, rounded up.
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Rush of Vitality
( 2)
Instant
Target creature gets +1/+0 and gains lifelink and indestructible until end of turn. (Damage dealt by that creature also causes its controller to gain that much life, and it can't be destroyed by damage or effects that say "destroy.")
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Rushing-Tide Zubera
( 4)
Creature — Zubera Spirit
(3/3)
When Rushing-Tide Zubera dies, if 4 or more damage was dealt to it this turn, draw three cards.
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Rushwood Dryad
( 2)
Creature — Dryad
(2/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Rushwood Elemental
( 5)
Creature — Elemental
(4/4)
Trample At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental.
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Rushwood Herbalist
( 3)
Creature — Human Spellshaper
(2/2)
, , Discard a card: Regenerate target creature.
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Rushwood Legate
( 3)
Creature — Dryad
(2/1)
If an opponent controls an Island and you control a Forest, you may cast this spell without paying its mana cost.
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Rust Elemental
( 4)
Artifact Creature — Elemental
(4/4)
Flying At the beginning of your upkeep, sacrifice an artifact other than Rust Elemental. If you can't, tap Rust Elemental and you lose 4 life.
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Rust Goliath
( 10)
Artifact Creature — Construct
(10/10)
Reach, trample //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/5
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Rust Scarab
( 5)
Creature — Insect
(4/5)
Whenever Rust Scarab becomes blocked, you may destroy target artifact or enchantment defending player controls.
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Rusted Slasher
( 4)
Artifact Creature — Phyrexian Horror
(4/1)
Sacrifice an artifact: Regenerate Rusted Slasher.
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Rustler Rampage
( 1)
Instant
Spree (Choose one or more additional costs.) + — Untap all creatures target player controls. + — Target creature gains double strike until end of turn.
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Rustrazor Butcher
( 2)
Creature — Goblin Warrior
(1/2)
First strike Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Rust-Shield Rampager
( 4)
Creature — Raccoon Warrior
(4/4)
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.) This creature can't be blocked by creatures with power 2 or less.
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Rustspore Ram
( 4)
Artifact Creature — Sheep
(1/3)
When Rustspore Ram enters, destroy target Equipment.
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Rustvale Bridge
( 0)
Artifact Land
Rustvale Bridge enters tapped. Indestructible : Add or .
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Rustvine Cultivator
( 1)
Creature — Phyrexian Elf Druid
(1/2)
: Put an oil counter on Rustvine Cultivator. , Remove an oil counter from Rustvine Cultivator: Untap target land.
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Ruthless Cullblade
( 2)
Creature — Vampire Warrior
(2/1)
Ruthless Cullblade gets +2/+1 as long as an opponent has 10 or less life.
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Ruthless Deathfang
( 6)
Creature — Dragon
(4/4)
Flying Whenever you sacrifice a creature, target opponent sacrifices a creature.
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Ruthless Disposal
( 5)
Sorcery
As an additional cost to cast this spell, discard a card and sacrifice a creature. Two target creatures each get -13/-13 until end of turn.
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Ruthless Invasion
( 4)
Sorcery
( can be paid with either or 2 life.) Nonartifact creatures can't block this turn.
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Ruthless Knave
( 3)
Creature — Orc Pirate
(3/2)
, Sacrifice a creature: Create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.") Sacrifice three Treasures: Draw a card.
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Ruthless Lawbringer
( 3)
Creature — Vampire Assassin
(3/2)
When Ruthless Lawbringer enters, you may sacrifice another creature. When you do, destroy target nonland permanent.
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Ruthless Negotiation
( 1)
Sorcery
Target opponent exiles a card from their hand. If this spell was cast from a graveyard, draw a card. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Ruthless Predation
( 2)
Sorcery
Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
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Ruthless Radrat
( 3)
Creature — Rat Mutant
(2/2)
Squad—Exile four cards from your graveyard. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters, create that many tokens that are copies of it.) Menace (This creature can't be blocked except by two or more creatures.)
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Ruthless Technomancer
( 4)
Creature — Human Wizard
(2/4)
When Ruthless Technomancer enters, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature's power. , Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
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Ruxa, Patient Professor
( 4)
Legendary Creature — Bear Druid
(4/4)
Whenever Ruxa, Patient Professor enters or attacks, return target creature card with no abilities from your graveyard to your hand. Creatures you control with no abilities get +1/+1. For each creature you control with no abilities, you may have that creature assign its combat damage as though it weren't blocked.
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Ryan Sinclair
( 3)
Legendary Creature — Human
(2/2)
Whenever Ryan attacks, exile cards from the top of your library until you exile a nonland card. You may cast the exiled card without paying its mana cost if it's a spell with mana value less than or equal to Ryan's power. Put the exiled cards not cast this way on the bottom of your library in a random order. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Rysorian Badger
( 3)
Creature — Badger
(2/2)
Whenever Rysorian Badger attacks and isn't blocked, you may exile up to two target creature cards from defending player's graveyard. If you do, you gain 1 life for each card exiled this way and Rysorian Badger assigns no combat damage this turn.
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Ryusei, the Falling Star
( 6)
Legendary Creature — Dragon Spirit
(5/5)
Flying When Ryusei, the Falling Star dies, it deals 5 damage to each creature without flying.
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Saber Ants
( 4)
Creature — Insect
(2/3)
Whenever Saber Ants is dealt damage, you may create that many 1/1 green Insect creature tokens.
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Saberclaw Golem
( 5)
Artifact Creature — Golem
(4/2)
: Saberclaw Golem gains first strike until end of turn.
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Sabertooth Alley Cat
( 3)
Creature — Cat
(2/1)
Sabertooth Alley Cat attacks each combat if able. : Creatures without defender can't block Sabertooth Alley Cat this turn.
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Sabertooth Cobra
( 3)
Creature — Snake
(2/2)
Whenever Sabertooth Cobra deals damage to a player, that player gets a poison counter. The player gets another poison counter at the beginning of their next upkeep unless they pay before that step. (A player with ten or more poison counters loses the game.)
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Sabertooth Mauler
( 4)
Creature — Cat
(3/3)
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Sabertooth Mauler and untap it.
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Sabertooth Nishoba
( 6)
Creature — Cat Beast Warrior
(5/5)
Trample, protection from blue and from red
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Sabertooth Outrider
( 4)
Creature — Human Warrior
(4/2)
Trample Formidable — Whenever Sabertooth Outrider attacks, if creatures you control have total power 8 or greater, Sabertooth Outrider gains first strike until end of turn.
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Sacellum Godspeaker
( 3)
Creature — Elf Druid
(2/2)
: Reveal any number of creature cards with power 5 or greater from your hand. Add for each card revealed this way.
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Sachi, Daughter of Seshiro
( 4)
Legendary Creature — Snake Shaman
(1/3)
Other Snake creatures you control get +0/+1. Shamans you control have ": Add ."
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Sacred Armory
( 2)
Artifact
: Target creature gets +1/+0 until end of turn.
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Sacred Boon
( 2)
Instant
Prevent the next 3 damage that would be dealt to target creature this turn. At the beginning of the next end step, put a +0/+1 counter on that creature for each 1 damage prevented this way.
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Sacred Cat
( 1)
Creature — Cat
(1/1)
Lifelink Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Cat with no mana cost. Embalm only as a sorcery.)
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Sacred Excavation
( 4)
Sorcery
Return up to two target cards with cycling from your graveyard to your hand.
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Sacred Fire
( 2)
Instant
Sacred Fire deals 2 damage to any target and you gain 2 life. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sacred Foundry
( 0)
Land — Mountain Plains
(: Add or .) As Sacred Foundry enters, you may pay 2 life. If you don't, it enters tapped.
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Sacred Ground
( 2)
Enchantment
Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield.
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Sacred Guide
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and exile all other cards revealed this way.
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Sacred Knight
( 4)
Creature — Human Knight
(3/2)
Sacred Knight can't be blocked by black and/or red creatures.
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Sacred Mesa
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus. : Create a 1/1 white Pegasus creature token with flying.
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Sacred Peaks
( 0)
Land — Mountain Plains
(: Add or .) Sacred Peaks enters tapped.
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Sacred Prey
( 1)
Creature — Horse
(1/1)
Whenever Sacred Prey becomes blocked, you gain 1 life.
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Sacred Rites
( 1)
Instant
Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.
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Sacred Wolf
( 3)
Creature — Wolf
(3/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Sacrifice
( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Add an amount of equal to the sacrificed creature's mana value.
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Sacrifice Play
( 3)
Instant
A person outside the game chooses an attacking or blocking creature target opponent controls. That player sacrifices that creature.
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Saddle of the Cavalier
( 3)
Artifact — Equipment
Equipped creature gets +3/+3 and can't be blocked by creatures with power 3 or less. Equip
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Saddleback Lagac
( 4)
Creature — Lizard
(3/1)
When Saddleback Lagac enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
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Saddled Rimestag
( 2)
Snow Creature — Elk
(2/2)
Saddled Rimestag gets +2/+2 as long as you had another creature enter the battlefield under your control this turn.
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Sadistic Augermage
( 3)
Creature — Human Wizard
(3/1)
When Sadistic Augermage dies, each player puts a card from their hand on top of their library.
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Sadistic Glee
( 1)
Enchantment — Aura
Enchant creature Whenever a creature dies, put a +1/+1 counter on enchanted creature.
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Sadistic Hypnotist
( 5)
Creature — Human Minion
(2/2)
Sacrifice a creature: Target player discards two cards. Activate only as a sorcery.
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Sadistic Obsession
( 4)
Enchantment — Aura
Enchant creature Enchanted creature has ", : Put a -1/-1 counter on target creature."
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Sadistic Sacrament
( 3)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Search target player's library for up to three cards, exile them, then that player shuffles. If this spell was kicked, instead search that player's library for up to fifteen cards, exile them, then that player shuffles.
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Sadistic Shell Game
( 5)
Sorcery
Starting with the next opponent in turn order, each player chooses a creature you don't control. Destroy the chosen creatures.
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Sadistic Skymarcher
( 3)
Creature — Vampire Soldier
(2/2)
As an additional cost to cast this spell, reveal a Vampire card from your hand or pay . Flying, lifelink
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Safana, Calimport Cutthroat
( 3)
Legendary Creature — Human Rogue
(3/2)
Menace At the beginning of your end step, if you have the initiative, create a Treasure token. Create three of those tokens instead if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)
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Safe Haven
( 0)
Land
, : Exile target creature you control. At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card exiled with Safe Haven to the battlefield under its owner's control.
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Safe Passage
( 3)
Instant
Prevent all damage that would be dealt to you and creatures you control this turn.
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Safehold Duo
( 4)
Creature — Elf Warrior Shaman
(2/4)
Whenever you cast a green spell, Safehold Duo gets +1/+1 until end of turn. Whenever you cast a white spell, Safehold Duo gains vigilance until end of turn.
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Safehold Elite
( 2)
Creature — Elf Scout
(2/2)
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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Safewright Quest
( 1)
Sorcery
Search your library for a Forest or Plains card, reveal it, put it into your hand, then shuffle.
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Saffi Eriksdotter
( 2)
Legendary Creature — Human Scout
(2/2)
Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard this turn, return that card to the battlefield.
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Sage Aven
( 4)
Creature — Bird Wizard
(1/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) When Sage Aven enters, look at the top four cards of your library, then put them back in any order.
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Sage of Ancient Lore
( 5)
Creature — Human Shaman Werewolf
(*/*)
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand. When Sage of Ancient Lore enters, draw a card. At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.
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Sage of Days
( 3)
Creature — Human Wizard
(3/2)
When Sage of Days enters, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
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Sage of Epityr
( 1)
Creature — Human Wizard
(1/1)
When Sage of Epityr enters, look at the top four cards of your library, then put them back in any order.
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Sage of Fables
( 3)
Creature — Merfolk Wizard
(2/2)
Each other Wizard creature you control enters with an additional +1/+1 counter on it. , Remove a +1/+1 counter from a creature you control: Draw a card.
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Sage of Hours
( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it. Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.
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Sage of Lat-Nam
( 2)
Creature — Human Artificer
(1/2)
, Sacrifice an artifact: Draw a card.
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Sage of Mysteries
( 1)
Creature — Human Wizard
(0/2)
Constellation — Whenever an enchantment you control enters, target player mills two cards.
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Sage of the Beyond
( 7)
Creature — Spirit Giant
(5/5)
Flying Spells you cast from anywhere other than your hand cost less to cast. 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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Sage of the Falls
( 5)
Creature — Merfolk Wizard
(2/5)
Whenever Sage of the Falls or another non-Human creature you control enters, you may draw a card. If you do, discard a card.
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Sage of the Inward Eye
( 5)
Creature — Djinn Wizard
(3/4)
Flying Whenever you cast a noncreature spell, creatures you control gain lifelink until end of turn.
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Sage of the Maze
( 3)
Creature — Elf Wizard
(1/3)
: Add two mana in any combination of colors. : Until end of turn, target land you control becomes an X/X Citizen creature with haste in addition to its other types, where X is twice the number of Gates you control. Activate only as a sorcery. Tap an untapped Gate you control: Untap Sage of the Maze.
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Sage of the Unknowable
( 2)
Creature — Human Wizard
(0/4)
: Add . Spend this mana only to cast a colorless spell or to activate an ability.
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