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Seasoned Consultant
( 2)
Creature — Human Detective
(1/3)
Whenever you attack with three or more creatures, Seasoned Consultant gets +2/+0 until end of turn.
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Seasoned Pyromancer
( 3)
Creature — Human Shaman
(2/2)
When Seasoned Pyromancer enters, discard two cards, then draw two cards. For each nonland card discarded this way, create a 1/1 red Elemental creature token. , Exile Seasoned Pyromancer from your graveyard: Create two 1/1 red Elemental creature tokens.
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Seasoned Tactician
( 3)
Creature — Human Advisor
(1/3)
, Exile the top four cards of your library: The next time a source of your choice would deal damage to you this turn, prevent that damage.
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Secluded Courtyard
( 0)
Land
As Secluded Courtyard enters, choose a creature type. : Add . : Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
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Secluded Glen
( 0)
Land
As Secluded Glen enters, you may reveal a Faerie card from your hand. If you don't, Secluded Glen enters tapped. : Add or .
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Secluded Steppe
( 0)
Land
Secluded Steppe enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Second Breakfast
( 3)
Instant
Up to two target creatures each get +2/+1 until end of turn. Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Second Chance
( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, sacrifice Second Chance and take an extra turn after this one.
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Second Guess
( 2)
Instant
Counter target spell that's the second spell cast this turn.
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Second Harvest
( 4)
Instant
For each token you control, create a token that's a copy of that permanent.
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Second Sight
( 3)
Instant
Choose one — • Look at the top five cards of target opponent's library, then put them back in any order. • Look at the top five cards of your library, then put them back in any order. Entwine (Choose both if you pay the entwine cost.)
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Second Sunrise
( 3)
Instant
Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
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Second Wind
( 3)
Enchantment — Aura
Enchant creature : Tap enchanted creature. : Untap enchanted creature.
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Secret Arcade // Dusty Parlor (Secret Arcade)
( 5)
Enchantment — Room
Nonland permanents you control and permanent spells you control are enchantments in addition to their other types. (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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Secret Base
( 0)
Land
: Add . : Add one mana of any color. Spend this mana only to cast a spell that shares a watermark with Secret Base.
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Secret Door
( 1)
Artifact Creature — Wall
(0/4)
Defender : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
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Secret Plans
( 2)
Enchantment
Face-down creatures you control get +0/+1. Whenever a permanent you control is turned face up, draw a card.
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Secret Salvage
( 5)
Sorcery
Exile target nonland card from your graveyard. Search your library for any number of cards with the same name as that card, reveal them, put them into your hand, then shuffle.
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Secretkeeper
( 4)
Creature — Spirit
(2/2)
As long as you have more cards in hand than each opponent, Secretkeeper gets +2/+2 and has flying.
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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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Securitron Squadron
( 2)
Artifact Creature — Robot
(2/2)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) Vigilance Whenever a creature token you control enters, put a +1/+1 counter on it.
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Security Blockade
( 3)
Enchantment — Aura
Enchant land When Security Blockade enters, create a 2/2 white Knight creature token with vigilance. Enchanted land has ": Prevent the next 1 damage that would be dealt to you this turn."
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Security Bypass
( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is attacking alone, it can't be blocked. Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
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Security Detail
( 4)
Enchantment
: Create a 1/1 white Soldier creature token. Activate only if you control no creatures and only once each turn.
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Sedge Scorpion
( 1)
Creature — Scorpion
(1/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Sedgemoor Witch
( 3)
Creature — Human Warlock
(3/2)
Menace Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.) Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
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Sedraxis Alchemist
( 3)
Creature — Zombie Wizard
(2/2)
When Sedraxis Alchemist enters, if you control a blue permanent, return target nonland permanent to its owner's hand.
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Sedraxis Specter
( 3)
Creature — Specter
(3/2)
Flying Whenever Sedraxis Specter deals combat damage to a player, that player discards a card. Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Seedling Charm
( 1)
Instant
Choose one — • Return target Aura attached to a creature to its owner's hand. • Regenerate target green creature. • Target creature gains trample until end of turn.
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Seedpod Caretaker
( 3)
Creature — Phyrexian Cleric
(2/2)
When Seedpod Caretaker enters, choose one — • Put a +1/+1 counter on target artifact or creature you control. • Transform target Incubator token you control.
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Seeds of Innocence
( 3)
Sorcery
Destroy all artifacts. They can't be regenerated. The controller of each of those artifacts gains life equal to its mana value.
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Seek Bolas's Counsel (playtest)
( 3)
Sorcery
Choose one at random — • You get an emblem with "At the beginning of your upkeep, pay . If you don't, you lose the game." • Each player discards their hand. • Planeswalk to Pools of Becoming. (Once there, you can roll the planar die only if you're playing Planechase.) • For each opponent, exile cards from the top of their library until you exile a nonland card. You may cast those cards without paying their mana costs. • Destroy all creatures and non-Bolas planeswalkers. • You get an emblem with "You can cast nonland cards from your sideboard."
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Seismic Assault
( 3)
Enchantment
Discard a land card: Seismic Assault deals 2 damage to any target.
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Seismic Elemental
( 5)
Creature — Elemental
(4/4)
When Seismic Elemental enters, creatures without flying can't block this turn.
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Seismic Monstrosaur
( 6)
Creature — Dinosaur
(6/5)
Trample , Sacrifice a land: Draw a card. Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
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Seismic Rupture
( 3)
Sorcery
Seismic Rupture deals 2 damage to each creature without flying.
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Seismic Shift
( 4)
Sorcery
Destroy target land. Up to two target creatures can't block this turn.
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Seismic Shudder
( 2)
Instant
Seismic Shudder deals 1 damage to each creature without flying.
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Seismic Stomp
( 2)
Sorcery
Creatures without flying can't block this turn.
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Seismic Strike
( 3)
Instant
Seismic Strike deals damage to target creature equal to the number of Mountains you control.
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Seismic Wave
( 3)
Instant
Seismic Wave deals 2 damage to any target and 1 damage to each nonartifact creature target opponent controls.
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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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Select for Inspection
( 1)
Instant
Return target tapped creature to its owner's hand. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Selective Adaptation
( 6)
Sorcery
Reveal the top seven cards of your library. Choose from among them a card with flying, a card with first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance. Put one of the chosen cards onto the battlefield, the other chosen cards into your hand, and the rest into your graveyard.
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Selective Memory
( 4)
Sorcery
Search your library for any number of nonland cards, exile them, then shuffle.
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Selective Obliteration
( 5)
Sorcery
Each player chooses a color. Then exile each permanent unless it's colorless or it's only the color its controller chose.
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Selective Snare
( 1)
Sorcery
Return X target creatures of the creature type of your choice to their owner's hand.
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Selesnya Charm
( 2)
Instant
Choose one — • Target creature gets +2/+2 and gains trample until end of turn. • Exile target creature with power 5 or greater. • Create a 2/2 white Knight creature token with vigilance.
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Selesnya Sanctuary
( 0)
Land
Selesnya Sanctuary enters tapped. When Selesnya Sanctuary enters, return a land you control to its owner's hand. : Add .
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Self-Inflicted Wound
( 2)
Sorcery
Target opponent sacrifices a green or white creature. If that player does, they lose 2 life.
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Selfless Cathar
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice Selfless Cathar: Creatures you control get +1/+1 until end of turn.
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Selfless Exorcist
( 5)
Creature — Human Cleric
(3/4)
: Exile target creature card from a graveyard. That card deals damage equal to its power to Selfless Exorcist.
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Self-Reflection
( 6)
Sorcery
Create a token that's a copy of target creature you control. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Selhoff Occultist
( 3)
Creature — Human Rogue
(2/3)
Whenever Selhoff Occultist or another creature dies, target player mills a card.
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Selvala's Charge
( 5)
Sorcery
Parley — Each player reveals the top card of their library. For each nonland card revealed this way, you create a 3/3 green Elephant creature token. Then each player draws a card.
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Selvala's Enforcer
( 4)
Creature — Elf Warrior
(2/2)
Parley — When Selvala's Enforcer enters, each player reveals the top card of their library. For each nonland card revealed this way, put a +1/+1 counter on Selvala's Enforcer. Then each player draws a card.
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Semblance Anvil
( 3)
Artifact
Imprint — When Semblance Anvil enters, you may exile a nonland card from your hand. Spells you cast that share a card type with the exiled card cost less to cast.
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Semblance Scanner
( 3)
Artifact Creature — — Equipment Shapeshifter
(3/1)
Whenever Semblance Scanner or equipped creature deals combat damage to a player, if it's not a token, conjure a duplicate of it into your hand. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Senate Courier
( 3)
Creature — Bird
(1/4)
Flying : Senate Courier gains vigilance until end of turn.
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Senator Peacock
( 5)
Legendary Creature — Human Advisor
(3/4)
Artifacts you control are Clues in addition to their other types and have ", Sacrifice this artifact: Draw a card." Whenever you sacrifice a Clue, target creature can't be blocked this turn.
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Sengir Autocrat
( 4)
Creature — Human
(2/2)
When Sengir Autocrat enters, create three 0/1 black Serf creature tokens. When Sengir Autocrat leaves the battlefield, exile all Serf tokens.
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Sengir Connoisseur
( 5)
Creature — Vampire
(3/3)
Flying Whenever one or more other creatures die, put a +1/+1 counter on Sengir Connoisseur. This ability triggers only once each turn.
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Sensor Splicer
( 5)
Creature — Phyrexian Artificer
(1/1)
When Sensor Splicer enters, create a 3/3 colorless Phyrexian Golem artifact creature token. Golem creatures you control have vigilance.
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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 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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Senu, Keen-Eyed Protector
( 2)
Legendary Creature — Bird Scout
(2/1)
Flying, vigilance , Exile Senu, Keen-Eyed Protector: You gain 2 life and scry 2. When a legendary creature you control attacks and isn't blocked, if Senu is exiled, put it onto the battlefield attacking.
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Septic Rats
( 3)
Creature — Phyrexian Rat
(2/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever Septic Rats attacks, if defending player is poisoned, it gets +1/+1 until end of turn.
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Sepulcher Ghoul
( 2)
Creature — Zombie
(2/1)
Sacrifice another creature: Sepulcher Ghoul gets +2/+2 until end of turn. Activate only once each turn.
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Sepulchral Primordial
( 7)
Creature — Avatar
(5/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When Sepulchral Primordial enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
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Sequence Engine
( 3)
Artifact
, : Exile target creature card with mana value X from a graveyard. Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it. Activate only as a sorcery.
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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 Sanctuary
( 0)
Land
When Seraph Sanctuary enters, you gain 1 life. Whenever an Angel you control enters, you gain 1 life. : Add .
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Seraphic Greatsword
( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Whenever equipped creature attacks the player with the most life or tied for most life, create a 4/4 white Angel creature token with flying that's tapped and attacking that player. Equip
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Seraphic Steed
( 2)
Creature — Unicorn Mount
(2/2)
First strike, lifelink Whenever Seraphic Steed attacks while saddled, create a 3/3 white Angel creature token with flying. Saddle 4 (Tap any number of other creatures you control with total power 4 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Serendib Sorcerer
( 3)
Creature — Human Wizard
(1/1)
: Target creature other than Serendib Sorcerer has base power and toughness 0/2 until end of turn.
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Serene Remembrance
( 1)
Sorcery
Shuffle Serene Remembrance and up to three target cards from a single graveyard into their owners' libraries.
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Serpentine Curve
( 4)
Sorcery
Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is one plus the total number of instant and sorcery cards you own in exile and in your graveyard.
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Serra Advocate
( 4)
Creature — Angel
(2/2)
Flying : Target attacking or blocking creature gets +2/+2 until end of turn.
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Serra Ascendant
( 1)
Creature — Human Monk
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) As long as you have 30 or more life, Serra Ascendant gets +5/+5 and has flying.
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Serra Disciple
( 2)
Creature — Bird Cleric
(1/1)
Flying, first strike Whenever you cast a historic spell, Serra Disciple gets +1/+1 until end of turn. (Artifacts, legendaries, and Sagas are historic.)
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Serra's Embrace
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying and vigilance.
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