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Seething Anger
( 1)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Target creature gets +3/+0 until end of turn.
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Seething Pathblazer
( 3)
Creature — Elemental Warrior
(2/2)
Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn.
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Sefris of the Hidden Ways
( 3)
Legendary Creature — Human Wizard
(2/3)
Whenever one or more creature cards are put into your graveyard from anywhere, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.
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Segovian Leviathan
( 5)
Creature — Leviathan
(3/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Seht's Tiger
( 4)
Creature — Cat
(3/3)
Flash (You may cast this spell any time you could cast an instant.) When Seht's Tiger enters, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.)
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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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Seizan, Perverter of Truth
( 5)
Legendary Creature — Demon Spirit
(6/5)
At the beginning of each player's upkeep, that player loses 2 life and draws two cards.
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Seize the Day
( 4)
Sorcery
Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Seize the Initiative
( 1)
Instant
Target creature gets +1/+1 and gains first strike until end of turn.
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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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Seize the Soul
( 4)
Instant
Destroy target nonwhite, nonblack creature. Create a 1/1 white Spirit creature token with flying. Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.) When the creature Seize the Soul haunts dies, destroy target nonwhite, nonblack creature. Create a 1/1 white Spirit creature token with flying.
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Seize the Spoils
( 3)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards and create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Seize the Spotlight
( 3)
Sorcery
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
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Seize the Storm
( 5)
Sorcery
Create a red Elemental creature token with trample and "This creature's power and toughness are each equal to the number of instant and sorcery cards in your graveyard plus the number of cards with flashback you own in exile." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sejiri Shelter
( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn.
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Sek'Kuar, Deathkeeper
( 5)
Legendary Creature — Orc Shaman
(4/3)
Whenever another nontoken creature you control dies, create a 3/1 black and red Graveborn creature token with haste.
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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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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 Glyphweaver
( 3)
Creature — Human Cleric
(2/3)
Exile Selfless Glyphweaver: Creatures you control gain indestructible until end of turn.
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Selhoff Entomber
( 2)
Creature — Zombie
(1/3)
, Discard a creature card: Draw a card.
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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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Selkie Hedge-Mage
( 3)
Creature — Merfolk Wizard
(2/2)
When Selkie Hedge-Mage enters, if you control two or more Forests, you may gain 3 life. When Selkie Hedge-Mage enters, if you control two or more Islands, you may return target tapped creature to its owner's hand.
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Selvala, Heart of the Wilds
( 3)
Legendary Creature — Elf Scout
(2/3)
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power. , : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
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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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Sengir, the Dark Baron
( 6)
Legendary Creature — Vampire Noble
(4/4)
Flying Whenever another creature dies, put two +1/+1 counters on Sengir, the Dark Baron. Whenever another player loses the game, you gain life equal to that player's life total as the turn began. Partner (You can have two commanders if both have partner.)
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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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Sentinel of the Pearl Trident
( 5)
Creature — Merfolk Soldier
(3/3)
Flash When Sentinel of the Pearl Trident enters, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)
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Sentinel Sarah Lyons
( 5)
Legendary Creature — Human Knight
(4/4)
Haste As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2. Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal to the number of artifacts you control to target player.
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Sentry of the Underworld
( 5)
Creature — Griffin Skeleton
(3/3)
Flying, vigilance , Pay 3 life: Regenerate Sentry of the Underworld.
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Sephara, Sky's Blade
( 7)
Legendary Creature — Angel
(7/7)
You may pay and tap four untapped creatures you control with flying rather than pay this spell's mana cost. Flying, lifelink Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
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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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Seraph
( 7)
Creature — Angel
(4/4)
Flying Whenever a creature dealt damage by Seraph this turn dies, put that card onto the battlefield under your control at the beginning of the next end step. Sacrifice the creature when you lose control of Seraph.
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Seraph of New Phyrexia
( 0)
Creature — Phyrexian Angel
(3/3)
Flying Whenever Seraph of New Phyrexia attacks, you may sacrifice another creature or artifact. If you do, Seraph of New Phyrexia gets +2/+1 until end of turn.
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Seraph of the Masses
( 7)
Creature — Angel
(*/*)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Flying Seraph of the Masses's power and toughness are each equal to the number of creatures you control.
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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 of the Suns
( 7)
Creature — Angel
(4/4)
Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Seraph of the Sword
( 4)
Creature — Angel
(3/3)
Flying Prevent all combat damage that would be dealt to Seraph of the Sword.
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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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Serene Sleuth
( 2)
Creature — Human Detective
(2/2)
When Serene Sleuth enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") At the beginning of combat on your turn, investigate for each goaded creature you control. Then each creature you control is no longer goaded.
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Sergeant John Benton
( 3)
Legendary Creature — Human Soldier
(2/4)
Trample, haste Share Intelligence — Whenever Sergeant John Benton deals combat damage to a player, you and that player each draw that many cards.
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Serpent of the Endless Sea
( 5)
Creature — Serpent
(*/*)
Serpent of the Endless Sea's power and toughness are each equal to the number of Islands you control. Serpent of the Endless Sea can't attack unless defending player controls an Island.
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Serpent of Yawning Depths
( 6)
Enchantment Creature — Serpent
(6/6)
Krakens, Leviathans, Octopuses, and Serpents you control can't be blocked except by Krakens, Leviathans, Octopuses, and Serpents.
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Serpentine Ambush
( 2)
Instant
Until end of turn, target creature becomes a blue Serpent with base power and toughness 5/5.
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Serra the Benevolent
( 4)
Legendary Planeswalker — Serra
(4)
+2: Creatures you control with flying get +1/+1 until end of turn. −3: Create a 4/4 white Angel creature token with flying and vigilance. −6: You get an emblem with "If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead."
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Serra's Hymn
( 1)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Serra's Hymn. Sacrifice Serra's Hymn: Prevent the next X damage that would be dealt this turn to any number of targets, divided as you choose, where X is the number of verse counters on Serra's Hymn.
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Serum-Core Chimera
( 4)
Creature — Phyrexian Chimera
(2/4)
Flying Whenever you cast a noncreature spell, put an oil counter on Serum-Core Chimera. Remove three oil counters from Serum-Core Chimera: Draw a card. Then you may discard a nonland card. When you discard a card this way, Serum-Core Chimera deals 3 damage to target creature or planeswalker. Activate only as a sorcery.
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Servant of the Scale
( 1)
Creature — Human Soldier
(0/0)
Servant of the Scale enters with a +1/+1 counter on it. When Servant of the Scale dies, put X +1/+1 counters on target creature you control, where X is the number of +1/+1 counters on Servant of the Scale.
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Servant of the Stinger
( 2)
Creature — Human Warlock
(1/3)
Deathtouch Whenever Servant of the Stinger deals combat damage to a player, if you've committed a crime this turn, you may sacrifice Servant of the Stinger. If you do, search your library for a card, put it into your hand, then shuffle. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Servant of Volrath
( 3)
Creature — Minion
(3/3)
When Servant of Volrath leaves the battlefield, sacrifice a creature.
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Servo Exhibition
( 2)
Sorcery
Create two 1/1 colorless Servo artifact creature tokens.
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Servo Schematic
( 2)
Artifact
When Servo Schematic enters or is put into a graveyard from the battlefield, create a 1/1 colorless Servo artifact creature token.
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Seshiro the Anointed
( 6)
Legendary Creature — Snake Monk
(3/4)
Other Snake creatures you control get +2/+2. Whenever a Snake you control deals combat damage to a player, you may draw a card.
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Setessan Champion
( 3)
Creature — Human Warrior
(1/3)
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on Setessan Champion and draw a card.
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Setessan Oathsworn
( 3)
Creature — Satyr Warrior
(1/1)
Heroic — Whenever you cast a spell that targets Setessan Oathsworn, put two +1/+1 counters on Setessan Oathsworn.
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Setessan Skirmisher
( 2)
Creature — Human Warrior
(2/1)
Constellation — Whenever an enchantment you control enters, Setessan Skirmisher gets +1/+1 until end of turn.
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Settle the Score
( 4)
Sorcery
Exile target creature. Put two loyalty counters on a planeswalker you control.
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Settle the Wilds
( 3)
Sorcery
Seek a basic land card and put it onto the battlefield tapped. Then seek a permanent card with mana value equal to the number of lands you control.
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Settle the Wreckage
( 4)
Instant
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
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Settlement Blacksmith
( 3)
Creature — Human Artificer
(3/3)
When Settlement Blacksmith enters, if you control an Equipment, draw a card.
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Sever the Bloodline
( 4)
Sorcery
Exile target creature and all other creatures with the same name as that creature. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sevinne, the Chronoclasm
( 5)
Legendary Creature — Human Wizard
(2/2)
Prevent all damage that would be dealt to Sevinne, the Chronoclasm. Whenever you cast your first instant or sorcery spell from your graveyard each turn, copy that spell. You may choose new targets for the copy.
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Shabraz, the Skyshark
( 5)
Legendary Creature — Shark Bird
(3/3)
Partner with Brallin, Skyshark Rider Flying Whenever you draw a card, put a +1/+1 counter on Shabraz, the Skyshark and you gain 1 life. : Target Human gains flying until end of turn.
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Shackle Slinger
( 3)
Creature — Human Soldier
(3/2)
Whenever you cast your second spell each turn, choose target creature an opponent controls. If it's tapped, put a stun counter on it. Otherwise, tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Shacklegeist
( 2)
Creature — Spirit
(2/2)
Flying Shacklegeist can block only creatures with flying. Tap two untapped Spirits you control: Tap target creature you don't control.
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Shackles
( 3)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. : Return Shackles to its owner's hand.
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Shackles of Treachery
( 3)
Sorcery
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and "Whenever this creature deals damage, destroy target Equipment attached to it."
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Shade of Trokair
( 4)
Creature — Shade
(1/2)
: Shade of Trokair gets +1/+1 until end of turn. Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
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Shade's Breath
( 2)
Instant
Until end of turn, each creature you control becomes a black Shade and gains ": This creature gets +1/+1 until end of turn."
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Shade's Form
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has ": This creature gets +1/+1 until end of turn." When enchanted creature dies, return that card to the battlefield under your control.
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Shadewing Laureate
( 3)
Creature — Human Warlock
(2/2)
Flying Whenever another creature you control with flying dies, put a +1/+1 counter on target creature you control.
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Shadow Alley Denizen
( 1)
Creature — Vampire Rogue
(1/1)
Whenever another black creature you control enters, target creature gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Shadow in the Warp
( 3)
Enchantment
The first creature spell you cast each turn costs less to cast. Whenever an opponent casts their first noncreature spell each turn, Shadow in the Warp deals 2 damage to that player.
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Shadow Kin
( 4)
Creature — Shapeshifter
(2/2)
Flash At the beginning of your upkeep, each player mills three cards. You may exile a creature card from among the cards milled this way. If you do, Shadow Kin becomes a copy of that card, except it has this ability.
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Shadow Lance
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has first strike. : Enchanted creature gets +2/+2 until end of turn.
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Shadow of Doubt
( 2)
Instant
( can be paid with either or .) Players can't search libraries this turn. Draw a card.
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Shadow of Mortality
( 15)
Creature — Avatar
(7/7)
If your life total is less than your starting life total, this spell costs less to cast, where X is the difference.
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Shadow of the Enemy
( 6)
Sorcery
Exile all creature cards from target player's graveyard. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
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Shadow of the Grave
( 2)
Instant
Return to your hand all cards in your graveyard that you cycled or discarded this turn.
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Shadow of the Second Sun
( 6)
Enchantment — Aura
Enchant player At the beginning of each of enchanted player's postcombat main phases, there is an additional beginning phase after this phase. (The end step happens after the added untap, upkeep, and draw steps.)
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Shadow Prophecy
( 3)
Instant
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put up to two of them into your hand and the rest into your graveyard. You lose 2 life.
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