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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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Sage Owl
( 2)
Creature — Bird
(1/1)
Flying When Sage Owl enters, look at the top four cards of your library, then put them back in any order.
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Sage-Eye Avengers
( 6)
Creature — Djinn Monk
(4/5)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever Sage-Eye Avengers attacks, you may return target creature to its owner's hand if its power is less than Sage-Eye Avengers's power.
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Sage-Eye Harrier
( 5)
Creature — Bird Warrior
(1/5)
Flying Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Sage's Dousing
( 3)
Kindred Instant — Wizard
Counter target spell unless its controller pays . If you control a Wizard, draw a card.
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Sage's Knowledge
( 3)
Sorcery
Return target sorcery card from your graveyard to your hand.
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Sages of the Anima
( 5)
Creature — Elf Wizard
(3/4)
If you would draw a card, instead reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Sage's Reverie
( 4)
Enchantment — Aura
Enchant creature When Sage's Reverie enters, draw a card for each Aura you control that's attached to a creature. Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
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Sage's Row Denizen
( 3)
Creature — Vedalken Wizard
(2/3)
Whenever another blue creature you control enters, target player mills two cards.
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Sage's Row Savant
( 2)
Creature — Vedalken Wizard
(2/1)
When Sage's Row Savant enters, scry 2.
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Sagittars' Volley
( 3)
Instant
Destroy target creature with flying. Sagittars' Volley deals 1 damage to each creature with flying your opponents control.
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Sagu Archer
( 5)
Creature — Snake Archer
(2/5)
Reach (This creature can block creatures with flying.) Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Saheeli Rai
( 3)
Legendary Planeswalker — Saheeli
(3)
+1: Scry 1. Saheeli Rai deals 1 damage to each opponent. −2: Create a token that's a copy of target artifact or creature you control, except it's an artifact in addition to its other types. That token gains haste. Exile it at the beginning of the next end step. −7: Search your library for up to three artifact cards with different names, put them onto the battlefield, then shuffle.
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Saheeli, Filigree Master
( 4)
Legendary Planeswalker — Saheeli
(3)
+1: Scry 1. You may tap an untapped artifact you control. If you do, draw a card. −2: Create two 1/1 colorless Thopter artifact creature tokens with flying. They gain haste until end of turn. −4: You get an emblem with "Artifact creatures you control get +1/+1" and "Artifact spells you cast cost less to cast."
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Saheeli, Sublime Artificer
( 3)
Legendary Planeswalker — Saheeli
(5)
Whenever you cast a noncreature spell, create a 1/1 colorless Servo artifact creature token. −2: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
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Saheeli, the Gifted
( 4)
Legendary Planeswalker — Saheeli
(4)
+1: Create a 1/1 colorless Servo artifact creature token. +1: The next spell you cast this turn costs less to cast for each artifact you control as you cast it. −7: For each artifact you control, create a token that's a copy of it. Those tokens gain haste. Exile those tokens at the beginning of the next end step. Saheeli, the Gifted can be your commander.
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Saheeli's Artistry
( 6)
Sorcery
Choose one or both — • Create a token that's a copy of target artifact. • Create a token that's a copy of target creature, except it's an artifact in addition to its other types.
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Saheeli's Directive
( 3)
Sorcery
Improvise (Each artifact you tap after you're done activating mana abilities pays for .) Reveal the top X cards of your library. You may put any number of artifact cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
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Saheeli's Silverwing
( 4)
Artifact Creature — Drake
(2/3)
Flying When Saheeli's Silverwing enters, look at the top card of target opponent's library.
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Sai of the Shinobi
( 1)
Artifact — Equipment
Equipped creature gets +1/+1. Whenever a creature you control enters, you may attach Sai of the Shinobi to it. Equip
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Sai, Master Thopterist
( 3)
Legendary Creature — Human Artificer
(1/4)
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying. , Sacrifice two artifacts: Draw a card.
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Saiba Cryptomancer
( 2)
Creature — Moonfolk Ninja
(0/1)
Flash Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Hexproof
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Saiba Syphoner
( 4)
Creature — — Human Ninja
(2/2)
Flash This spell costs less to cast if there are no instant or sorcery cards in your hand. When Saiba Syphoner enters the battlefield, return target instant or sorcery card from your graveyard to your hand. If Saiba Syphoner would die, shuffle it into your library instead.
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Saiba Trespassers
( 5)
Artifact Creature — Moonfolk Rogue
(3/5)
Channel — , Discard Saiba Trespassers: Tap up to two target creatures you don't control. Those creatures don't untap during their controller's next untap step.
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Said // Done (Said)
( 3)
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
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Sail into the West
( 4)
Instant
Will of the council — Starting with you, each player votes for return or embark. If return gets more votes, each player returns up to two cards from their graveyard to their hand, then you exile Sail into the West. If embark gets more votes or the vote is tied, each player may discard their hand and draw seven cards.
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Sailmonger
( 4)
Creature — Human Monger
(3/3)
: Target creature gains flying until end of turn. Any player may activate this ability.
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Sailor of Means
( 3)
Creature — Human Pirate
(1/4)
When Sailor of Means enters, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Sailors' Bane
( 9)
Creature — Dragon Turtle
(7/7)
This spell costs less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure. Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Saint Traft and Rem Karolus
( 3)
Legendary Creature — Spirit Human
(3/4)
Whenever Saint Traft and Rem Karolus becomes tapped, create a 1/1 red Human creature token if this is the first time this ability has resolved this turn. If it's the second time, create a 1/1 blue Spirit creature token with flying. If it's the third time, create a 4/4 white Angel creature token with flying. Whenever you cast a spell that has convoke, untap Saint Traft and Rem Karolus.
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Sakashima of a Thousand Faces
( 4)
Legendary Creature — Human Rogue
(3/1)
You may have Sakashima of a Thousand Faces enter as a copy of another creature you control, except it has Sakashima of a Thousand Faces's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)
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Sakashima's Protege
( 6)
Creature — Shapeshifter
(3/1)
Flash Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) You may have Sakashima's Protege enter as a copy of any permanent that entered this turn.
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Sakiko, Mother of Summer
( 6)
Legendary Creature — Snake Shaman
(3/3)
Whenever a creature you control deals combat damage to a player, add that much . Until end of turn, you don't lose this mana as steps and phases end.
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Sakura-Tribe Elder
( 2)
Creature — Snake Shaman
(1/1)
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Sakura-Tribe Scout
( 1)
Creature — Snake Shaman Scout
(1/1)
: You may put a land card from your hand onto the battlefield.
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Sakura-Tribe Springcaller
( 4)
Creature — Snake Shaman
(2/4)
At the beginning of your upkeep, add . Until end of turn, you don't lose this mana as steps and phases end.
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Salivating Gremlins
( 3)
Creature — Gremlin
(2/3)
Whenever an artifact you control enters, Salivating Gremlins gets +2/+0 and gains trample until end of turn.
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Salt Road Quartermasters
( 3)
Creature — Human Soldier
(1/1)
Salt Road Quartermasters enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Salt Road Quartermasters: Put a +1/+1 counter on target creature.
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Saltfield Recluse
( 3)
Creature — Human Rebel Cleric
(1/2)
: Target creature gets -2/-0 until end of turn.
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Saltskitter
( 4)
Creature — Wurm
(3/4)
Whenever another creature enters, exile Saltskitter. Return Saltskitter to the battlefield under its owner's control at the beginning of the next end step.
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Saltwater Stalwart
( 4)
Creature — Merfolk Warrior
(2/4)
Whenever Saltwater Stalwart deals damage to an opponent, target player draws a card.
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Salvage
( 1)
Sorcery
Put target card from your graveyard on top of your library.
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Salvage Drone
( 1)
Creature — Eldrazi Drone
(1/1)
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) When Salvage Drone dies, you may draw a card. If you do, discard a card.
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Salvage Scout
( 1)
Creature — Human Scout
(1/1)
, Sacrifice Salvage Scout: Return target artifact card from your graveyard to your hand.
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Salvage Scuttler
( 5)
Creature — Crab
(4/4)
Whenever Salvage Scuttler attacks, return an artifact you control to its owner's hand.
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Salvage Slasher
( 2)
Artifact Creature — Human Rogue
(1/1)
Salvage Slasher gets +1/+0 for each artifact card in your graveyard.
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Salvage Titan
( 6)
Artifact Creature — Golem
(6/4)
You may sacrifice three artifacts rather than pay this spell's mana cost. Exile three artifact cards from your graveyard: Return Salvage Titan from your graveyard to your hand.
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Salvaged Manaworker
( 2)
Artifact Creature — Construct
(1/3)
: Add one mana of any color. Activate only once each turn.
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Salvager of Ruin
( 3)
Artifact Creature — Construct
(2/1)
Sacrifice Salvager of Ruin: Choose target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand.
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Salvager of Secrets
( 5)
Creature — Merfolk Wizard
(2/2)
When Salvager of Secrets enters, return target instant or sorcery card from your graveyard to your hand.
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Sam, Loyal Attendant
( 3)
Legendary Creature — Halfling Peasant
(2/4)
Partner with Frodo, Adventurous Hobbit (When this creature enters, target player may put Frodo into their hand from their library, then shuffle.) At the beginning of combat on your turn, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") Activated abilities of Foods you control cost less to activate.
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Samite Archer
( 3)
Creature — Human Cleric Archer
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn. : Samite Archer deals 1 damage to any target.
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Samite Blessing
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has ": The next time a source of your choice would deal damage to target creature this turn, prevent that damage."
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Samite Censer-Bearer
( 1)
Creature — Human Rebel Cleric
(1/1)
, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn.
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Samite Elder
( 3)
Creature — Human Cleric
(1/2)
: Creatures you control gain protection from the colors of target permanent you control until end of turn.
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Samite Healer
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Samite Herbalist
( 2)
Creature — Human Cleric
(2/1)
Whenever Samite Herbalist becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Samite Ministration
( 2)
Instant
Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way this turn, you gain that much life.
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Samite Pilgrim
( 2)
Creature — Human Cleric
(1/1)
Domain — : Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.
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Samite Sanctuary
( 3)
Enchantment
: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may activate this ability.
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Sample Collector
( 3)
Creature — Troll Detective
(2/3)
Whenever Sample Collector attacks, you may collect evidence 3. When you do, put a +1/+1 counter on target creature you control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
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Sam's Desperate Rescue
( 1)
Sorcery
Return target creature card from your graveyard to your hand. The Ring tempts you.
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Samurai Enforcers
( 6)
Creature — Human Samurai
(4/4)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
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Samurai of the Pale Curtain
( 2)
Creature — Fox Samurai
(2/2)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) If a permanent would be put into a graveyard, exile it instead.
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Samut, the Tested
( 4)
Legendary Planeswalker — Samut
(4)
+1: Up to one target creature gains double strike until end of turn. −2: Samut, the Tested deals 2 damage divided as you choose among one or two targets. −7: Search your library for up to two creature and/or planeswalker cards, put them onto the battlefield, then shuffle.
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Samut, Tyrant Smasher
( 4)
Legendary Planeswalker — Samut
(5)
Creatures you control have haste. −1: Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
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Samut, Vizier of Naktamun
( 3)
Legendary Creature — Human Warrior Cleric
(2/3)
First strike, vigilance, haste Whenever a creature you control deals combat damage to a player, if that creature entered this turn, draw a card.
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Samut, Voice of Dissent
( 5)
Legendary Creature — Human Warrior
(3/4)
Flash Double strike, vigilance, haste Other creatures you control have haste. , : Untap another target creature.
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Samwise Gamgee
( 2)
Legendary Creature — Halfling Peasant
(2/2)
Whenever another nontoken creature you control enters, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") Sacrifice three Foods: Return target historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
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Samwise the Stouthearted
( 2)
Legendary Creature — Halfling Peasant
(2/1)
Flash When Samwise the Stouthearted enters, choose up to one target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand. Then the Ring tempts you.
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Sanctified Charge
( 5)
Instant
Creatures you control get +2/+1 until end of turn. White creatures you control also gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
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Sanctifier en-Vec
( 2)
Creature — Human Cleric
(2/2)
Protection from black and from red When Sanctifier en-Vec enters, exile all cards that are black or red from all graveyards. If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
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Sanctifier of Souls
( 4)
Creature — Human Cleric
(2/3)
Whenever another creature you control enters, Sanctifier of Souls gets +1/+1 until end of turn. , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.
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Sanctuary Blade
( 2)
Artifact — Equipment
As Sanctuary Blade becomes attached to a creature, choose a color. Equipped creature gets +2/+0 and has protection from the last chosen color. Equip
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Sanctuary Smasher
( 6)
Creature — Rhino Beast
(6/4)
First strike Cycling (, Discard this card: Draw a card.) When you cycle Sanctuary Smasher, put a first strike counter on target creature you control.
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Sanctuary Warden
( 6)
Creature — Angel Soldier
(5/5)
Flying Sanctuary Warden enters with two shield counters on it. Whenever Sanctuary Warden enters or attacks, you may remove a counter from a creature or planeswalker you control. If you do, draw a card and create a 1/1 green and white Citizen creature token.
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Sanctum Gargoyle
( 4)
Artifact Creature — Gargoyle
(2/3)
Flying When Sanctum Gargoyle enters, you may return target artifact card from your graveyard to your hand.
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Sanctum of Calm Waters
( 4)
Legendary Enchantment — Shrine
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
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Sanctum of Fruitful Harvest
( 3)
Legendary Enchantment — Shrine
At the beginning of your first main phase, add X mana of any one color, where X is the number of Shrines you control.
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Sanctum of Shattered Heights
( 3)
Legendary Enchantment — Shrine
, Discard a land card or Shrine card: Sanctum of Shattered Heights deals X damage to target creature or planeswalker, where X is the number of Shrines you control.
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Sanctum of Stone Fangs
( 2)
Legendary Enchantment — Shrine
At the beginning of your first main phase, each opponent loses X life and you gain X life, where X is the number of Shrines you control.
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Sanctum of the Sun
( 0)
Legendary Land
(Transforms from Azor's Gateway.) : Add X mana of any one color, where X is your life total.
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Sanctum Plowbeast
( 6)
Artifact Creature — Beast
(3/6)
Defender Plainscycling , islandcycling (, Discard this card: Search your library for a Plains or Island card, reveal it, put it into your hand, then shuffle.)
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Sanctum Prelate
( 3)
Creature — Human Cleric
(2/2)
As Sanctum Prelate enters, choose a number. Noncreature spells with mana value equal to the chosen number can't be cast.
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Sanctum Seeker
( 4)
Creature — Vampire Knight
(3/4)
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.
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