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Swooping Talon
( 6)
Creature — Bird Soldier
(2/6)
Flying : Swooping Talon loses flying until end of turn. Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
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Sword Coast Sailor
( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, this creature can't be blocked this turn."
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Sword Coast Serpent
( 7)
Creature — Serpent Dragon
(6/6)
Sword Coast Serpent can't be blocked as long as you've cast a noncreature spell this turn.
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Sword Dancer
( 2)
Creature — Human Rebel
(1/2)
: Target attacking creature gets -1/-0 until end of turn.
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Sword of Body and Mind
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from green and from blue. Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards. Equip
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Sword of Dungeons & Dragons
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from Rogues and from Clerics. Whenever equipped creature deals combat damage to a player, create a 4/4 gold Dragon creature token with flying and roll a d20 (a twenty-sided die). If you roll a 20, repeat this process. Equip
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Sword of Feast and Famine
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from green. Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control. Equip
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Sword of Fire and Ice
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card. Equip
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Sword of Forge and Frontier
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from green. Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn. Equip
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Sword of Hearth and Home
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from green and from white. Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle. Equip
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Sword of Kaldra
( 4)
Legendary Artifact — Equipment
Equipped creature gets +5/+5. Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.) Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
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Sword of Light and Shadow
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip
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Sword of Once and Future
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from blue and from black. Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Equip
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Sword of Sinew and Steel
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from red. Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact. Equip
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Sword of the Ages
( 6)
Artifact
Sword of the Ages enters tapped. , Sacrifice Sword of the Ages and any number of creatures you control: Sword of the Ages deals X damage to any target, where X is the total power of the creatures sacrificed this way, then exile Sword of the Ages and those creature cards.
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Sword of the Animist
( 2)
Legendary Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip
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Sword of the Paruns
( 4)
Artifact — Equipment
As long as equipped creature is tapped, tapped creatures you control get +2/+0. As long as equipped creature is untapped, untapped creatures you control get +0/+2. : You may tap or untap equipped creature. Equip
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Sword of the Realms
( 2)
Legendary Artifact — Equipment
Equipped creature gets +2/+0 and has vigilance. Whenever equipped creature dies, return it to its owner's hand. Equip
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Sword of the Squeak
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 for each creature you control with base power or toughness 1. Whenever a Hamster, Mouse, Rat, or Squirrel you control enters, you may attach Sword of the Squeak to that creature. Equip
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Sword of Truth and Justice
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from blue. Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Equip
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Sword of Vengeance
( 3)
Artifact — Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip
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Sword of War and Peace
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand. Equip
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Sword of Wealth and Power
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from instants and from sorceries. Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Equip
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Sword-Point Diplomacy
( 3)
Sorcery
Reveal the top three cards of your library. For each of those cards, put that card into your hand unless any opponent pays 3 life. Then exile the rest.
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Swords to Plowshares
( 1)
Instant
Exile target creature. Its controller gains life equal to its power.
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Sword-Swallowing Seraph
( 6)
Creature — Angel Performer
(4/4)
Flying, vigilance When Sword-Swallowing Seraph enters, you may put a name sticker on a nonland permanent you own. , : Put a +1/+1 counter on another target creature with a name sticker on it. Activate only as a sorcery.
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Swordsworn Cavalier
( 2)
Creature — Human Knight
(3/1)
Swordsworn Cavalier has first strike as long as another Knight entered the battlefield under your control this turn.
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Sworn Companions
( 3)
Sorcery
Create two 1/1 white Soldier creature tokens with lifelink.
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Sycorax Commander
( 4)
Creature — Alien Soldier
(4/2)
First strike, haste Sanctified Rules of Combat — When Sycorax Commander enters, each opponent faces a villainous choice — That opponent discards all the cards in their hand, then draws that many cards minus one, or Sycorax Commander deals damage to that player equal to the number of cards in their hand.
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Sydri, Galvanic Genius
( 3)
Legendary Creature — Human Artificer
(2/2)
: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value until end of turn. : Target artifact creature gains deathtouch and lifelink until end of turn.
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Sygg, River Cutthroat
( 2)
Legendary Creature — Merfolk Rogue
(1/3)
At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
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Sylvan Advocate
( 2)
Creature — Elf Druid Ally
(2/3)
Vigilance As long as you control six or more lands, Sylvan Advocate and land creatures you control get +2/+2.
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Sylvan Anthem
( 2)
Enchantment
Green creatures you control get +1/+1. Whenever a green creature you control enters, scry 1.
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Sylvan Awakening
( 3)
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
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Sylvan Basilisk
( 5)
Creature — Basilisk
(2/4)
Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature.
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Sylvan Brushstrider
( 3)
Creature — Beast
(3/2)
When Sylvan Brushstrider enters, you gain 2 life.
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Sylvan Caryatid
( 2)
Creature — Plant
(0/3)
Defender, hexproof : Add one mana of any color.
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Sylvan Echoes
( 1)
Enchantment
Whenever you clash and win, you may draw a card. (This ability triggers after the clash ends.)
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Sylvan Hierophant
( 2)
Creature — Human Cleric
(1/2)
When Sylvan Hierophant dies, exile Sylvan Hierophant, then return another target creature card from your graveyard to your hand.
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Sylvan Library
( 2)
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
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Sylvan Messenger
( 4)
Creature — Elf
(2/2)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When Sylvan Messenger enters, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Sylvan Might
( 2)
Instant
Target creature gets +2/+2 and gains trample until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sylvan Offering
( 1)
Sorcery
Choose an opponent. You and that player each create an X/X green Treefolk creature token. Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
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Sylvan Paradise
( 1)
Instant
One or more target creatures become green until end of turn.
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Sylvan Primordial
( 7)
Creature — Avatar
(6/8)
Reach When Sylvan Primordial enters, for each opponent, destroy target noncreature permanent that player controls. For each permanent destroyed this way, search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle.
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Sylvan Ranger
( 2)
Creature — Elf Scout Ranger
(1/1)
When Sylvan Ranger enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Sylvan Reclamation
( 5)
Instant
Exile up to two target artifacts and/or enchantments. Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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Sylvan Safekeeper
( 1)
Creature — Human Wizard
(1/1)
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Sylvan Scavenging
( 3)
Enchantment
At the beginning of your end step, choose one — • Put a +1/+1 counter on target creature you control. • Create a 3/3 green Raccoon creature token if you control a creature with power 4 or greater.
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Sylvan Scrying
( 2)
Sorcery
Search your library for a land card, reveal it, put it into your hand, then shuffle.
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Sylvan Shepherd
( 3)
Creature — Human Druid
(2/3)
Vigilance Whenever Sylvan Shepherd attacks, roll a d20. 1–9 | You gain 1 life. 10–19 | You gain 2 life. 20 | You gain 5 life.
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Sylvan Tutor
( 1)
Sorcery
Search your library for a creature card, reveal it, then shuffle and put that card on top.
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Sylvan Yeti
( 4)
Creature — Yeti
(*/4)
Sylvan Yeti's power is equal to the number of cards in your hand.
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Sylvia Brightspear
( 3)
Legendary Creature — Human Knight
(2/2)
Partner with Khorvath Brightflame (When this creature enters, target player may put Khorvath into their hand from their library, then shuffle.) Double strike Dragons your team controls have double strike.
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Sylvok Battle-Chair
( 6)
Artifact — Equipment
For Mirrodin (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Equipped creature gets +4/+4 and has trample. Equip
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Sylvok Lifestaff
( 1)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature dies, you gain 3 life. Equip
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Sylvok Replica
( 3)
Artifact Creature — Shaman
(1/3)
, Sacrifice Sylvok Replica: Destroy target artifact or enchantment.
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Symbiotic Beast
( 6)
Creature — Insect Beast
(4/4)
When Symbiotic Beast dies, create four 1/1 green Insect creature tokens.
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Symbol Status
( 4)
Sorcery
Create a 1/1 colorless Expansion-Symbol creature token for each different expansion symbol among permanents you control.
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Symmetry Matrix
( 4)
Artifact
Whenever a creature you control with power equal to its toughness enters, you may pay . If you do, draw a card.
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Symmetry Sage
( 1)
Creature — Human Wizard
(0/2)
Flying Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature you control has base power 2 until end of turn.
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Synapse Necromage
( 3)
Creature — Fungus Wizard
(3/1)
When Synapse Necromage dies, create two 1/1 black Fungus creature tokens with "This creature can't block."
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Synapse Sliver
( 5)
Creature — Sliver
(3/3)
Whenever a Sliver deals combat damage to a player, its controller may draw a card.
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Synchronized Spellcraft
( 5)
Instant
Synchronized Spellcraft deals 4 damage to target creature and X damage to that creature's controller, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Syncopate
( 1)
Instant
Counter target spell unless its controller pays . If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Syndicate Enforcer
( 4)
Creature — Human Rogue
(3/2)
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
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Syndicate Heavy
( 4)
Creature — Giant Rogue
(4/4)
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.) At the beginning of each end step, if you gained 4 or more life this turn, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Syndicate Infiltrator
( 4)
Creature — Vampire Wizard
(3/3)
Flying As long as there are five or more mana values among cards in your graveyard, Syndicate Infiltrator gets +2/+2.
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Syndicate Messenger
( 4)
Creature — Bird
(2/3)
Flying Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
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Syndicate Recruiter
( 4)
Creature — — Vampire Rogue
(4/5)
Flying, ward When Syndicate Recruiter enters the battlefield, mill four cards. Then if there are five or more mana values among cards in your graveyard, conjure a card named Dig Up the Body into your hand.
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Syndicate Trafficker
( 2)
Creature — Aetherborn Rogue
(3/1)
, Sacrifice an artifact: Put a +1/+1 counter on Syndicate Trafficker. It gains indestructible until end of turn.
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Synod Sanctum
( 1)
Artifact
, : Exile target permanent you control. , Sacrifice Synod Sanctum: Return all cards exiled with Synod Sanctum to the battlefield under your control.
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Synth Infiltrator
( 5)
Artifact Creature — Synth
(0/0)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) You may have Synth Infiltrator enter as a copy of any creature on the battlefield, except it's a Synth artifact creature in addition to its other types.
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Syr Alin, the Lion's Claw
( 5)
Legendary Creature — Human Knight
(4/4)
First strike (This creature deals combat damage before creatures without first strike.) Whenever Syr Alin attacks, other creatures you control get +1/+1 until end of turn.
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Syr Armont, the Redeemer
( 5)
Legendary Creature — Human Knight
(4/4)
When Syr Armont, the Redeemer enters, create a Monster Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample.) Enchanted creatures you control get +1/+1.
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Syr Cadian, Knight Owl
( 5)
Legendary Creature — Bird Knight
(4/4)
Knightlifelink (Damage dealt by Knights you control also causes you to gain that much life.) : Syr Cadian, Knight Owl gains vigilance until end of turn. Activate only from sunrise to sunset. : Syr Cadian, Knight Owl gains flying until end of turn. Activate only from sunset to sunrise.
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Syr Carah, the Bold
( 5)
Legendary Creature — Human Knight
(3/3)
Whenever Syr Carah, the Bold or an instant or sorcery spell you control deals damage to a player, exile the top card of your library. You may play that card this turn. : Syr Carah deals 1 damage to any target.
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Syr Elenora, the Discerning
( 5)
Legendary Creature — Human Knight
(*/4)
Syr Elenora, the Discerning's power is equal to the number of cards in your hand. When Syr Elenora enters, draw a card. Spells your opponents cast that target Syr Elenora cost more to cast.
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Syr Faren, the Hengehammer
( 2)
Legendary Creature — Human Knight
(2/2)
Whenever Syr Faren, the Hengehammer attacks, another target attacking creature gets +X/+X until end of turn, where X is Syr Faren's power.
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Syr Ginger, the Meal Ender
( 2)
Legendary Artifact Creature — Food Knight
(3/1)
Syr Ginger, the Meal Ender has trample, hexproof, and haste as long as an opponent controls a planeswalker. Whenever another artifact you control is put into a graveyard from the battlefield, put a +1/+1 counter on Syr Ginger and scry 1. , , Sacrifice Syr Ginger: You gain life equal to its power.
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Syr Gwyn, Hero of Ashvale
( 6)
Legendary Creature — Human Knight
(5/5)
Vigilance, menace Whenever an equipped creature you control attacks, you draw a card and you lose 1 life. Equipment you control have equip Knight .
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Syr Konrad, the Grim
( 5)
Legendary Creature — Human Knight
(5/4)
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad, the Grim deals 1 damage to each opponent. : Each player mills a card. (They each put the top card of their library into their graveyard.)
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Syrix, Carrier of the Flame
( 4)
Legendary Creature — Phoenix
(3/3)
Flying, haste At the beginning of each end step, if a creature card left your graveyard this turn, target Phoenix you control deals damage equal to its power to any target. Whenever another Phoenix you control dies, you may cast Syrix, Carrier of the Flame from your graveyard.
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Sythis, Harvest's Hand
( 2)
Legendary Enchantment Creature — Nymph
(1/2)
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
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Szadek, Lord of Secrets
( 7)
Legendary Creature — Vampire
(5/5)
Flying If Szadek, Lord of Secrets would deal combat damage to a player, instead put that many +1/+1 counters on Szadek and that player mills that many cards.
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Szarekh, the Silent King
( 4)
Legendary Artifact Creature — Necron
(3/4)
Flying My Will Be Done — Whenever Szarekh, the Silent King attacks, mill three cards. You may put an artifact creature card or Vehicle card from among the cards milled this way into your hand.
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Szat's Will
( 5)
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Each opponent sacrifices a creature they control with the greatest power. • Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.
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T.A.P.P.E.R.
( 1)
Artifact Creature — Clown Robot
(1/2)
, Tap an untapped creature you control that has a hat: Tap target creature.
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T-45 Power Armor
( 2)
Artifact — Equipment
When T-45 Power Armor enters, you get (two energy counters). Equipped creature gets +3/+3 and doesn't untap during its controller's untap step. At the beginning of your upkeep, you may pay . If you do, untap equipped creature, then put your choice of a menace, trample, or lifelink counter on it. Equip
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Tabaxi Toucaneers
( 5)
Creature — Cat Ranger
(3/2)
Flying Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Tablet of Epityr
( 1)
Artifact
Whenever an artifact you control is put into a graveyard from the battlefield, you may pay . If you do, you gain 1 life.
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Tablet of the Guilds
( 2)
Artifact
As Tablet of the Guilds enters, choose two colors. Whenever you cast a spell, if it's at least one of the chosen colors, you gain 1 life for each of the chosen colors it is.
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Taborax, Hope's Demise
( 3)
Legendary Creature — Demon Cleric
(2/2)
Flying Taborax, Hope's Demise has lifelink as long as it has five or more +1/+1 counters on it. Whenever another nontoken creature you control dies, put a +1/+1 counter on Taborax. If that creature was a Cleric, you may draw a card. If you do, you lose 1 life.
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