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Spitfire Handler
( 2)
Creature — Goblin
(1/1)
Spitfire Handler can't block creatures with power greater than Spitfire Handler's power. : Spitfire Handler gets +1/+0 until end of turn.
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Spitting Dilophosaurus
( 3)
Creature — Dinosaur
(3/2)
Whenever Spitting Dilophosaurus enters or attacks, put a -1/-1 counter on up to one target creature. Creatures your opponents control with -1/-1 counters on them can't block.
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Spitting Earth
( 2)
Sorcery
Spitting Earth deals damage to target creature equal to the number of Mountains you control.
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Spitting Hydra
( 5)
Creature — Hydra
(0/0)
Spitting Hydra enters with four +1/+1 counters on it. , Remove a +1/+1 counter from Spitting Hydra: It deals 1 damage to target creature.
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Splash Portal
( 1)
Sorcery
Exile target creature you control, then return it to the battlefield under its owner's control. If that creature is a Bird, Frog, Otter, or Rat, draw a card.
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Splashy Spellcaster
( 4)
Creature — Elemental Wizard
(2/4)
Whenever you cast an instant or sorcery spell, create a Sorcerer Role token attached to up to one other target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has "Whenever this creature attacks, scry 1.")
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Splatter Thug
( 3)
Creature — Human Warrior
(2/2)
First strike Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
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Splinterfright
( 3)
Creature — Elemental
(*/*)
Trample Splinterfright's power and toughness are each equal to the number of creature cards in your graveyard. At the beginning of your upkeep, mill two cards.
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Split the Party
( 5)
Sorcery
Choose target player. Return half the creatures they control to their owner's hand, rounded up.
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Split the Spoils
( 3)
Sorcery
Exile up to five target permanent cards from your graveyard and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. (Piles can be empty.)
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Splitting Headache
( 4)
Sorcery
Choose one — • Target player discards two cards. • Target player reveals their hand. You choose a card from it. That player discards that card.
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Splitting the Powerstone
( 3)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact. Create two tapped Powerstone tokens. If the sacrificed artifact was legendary, draw a card. (The tokens are artifacts with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Spoils of the Hunt
( 3)
Instant
Target creature you control gets +1/+0 until end of turn for each mana from a Treasure that was spent to cast this spell. Then that creature deals damage equal to its power to target creature an opponent controls.
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Spoils of the Vault
( 1)
Instant
Choose a card name. Reveal cards from the top of your library until you reveal a card with that name, then put that card into your hand. Exile all other cards revealed this way, and you lose 1 life for each of the exiled cards.
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Spontaneous Flight
( 3)
Instant
Target creature gets +2/+2 until end of turn. Put a flying counter on it.
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Sporecrown Thallid
( 2)
Creature — Fungus
(2/2)
Each other creature you control that's a Fungus or Saproling gets +1/+1.
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Sporesower Thallid
( 4)
Creature — Fungus
(4/4)
At the beginning of your upkeep, put a spore counter on each Fungus you control. Remove three spore counters from Sporesower Thallid: Create a 1/1 green Saproling creature token.
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Sporoloth Ancient
( 5)
Creature — Fungus
(4/4)
At the beginning of your upkeep, put a spore counter on Sporoloth Ancient. Creatures you control have "Remove two spore counters from this creature: Create a 1/1 green Saproling creature token."
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Spotter Thopter
( 8)
Artifact Creature — Thopter
(4/5)
Flying When Spotter Thopter enters, scry X, where X is its power. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/3
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Spread the Sickness
( 5)
Sorcery
Destroy target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Spring Splasher
( 2)
Creature — Frog Beast
(2/1)
Whenever Spring Splasher attacks, target creature defending player controls gets -3/-0 until end of turn.
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Springheart Nantuko
( 2)
Enchantment Creature — Insect Monk
(1/1)
Bestow Enchanted creature gets +1/+1. Landfall — Whenever a land you control enters, you may pay if Springheart Nantuko is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
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Springjack Knight
( 3)
Creature — Kithkin Knight
(2/1)
Whenever Springjack Knight attacks, clash with an opponent. If you win, target creature gains double strike until end of turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Springjack Shepherd
( 4)
Creature — Kithkin Wizard
(1/2)
Chroma — When Springjack Shepherd enters, create a 0/1 white Goat creature token for each white mana symbol in the mana costs of permanents you control.
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Sprouting Phytohydra
( 5)
Creature — Plant Hydra
(0/2)
Defender (This creature can't attack.) Whenever Sprouting Phytohydra is dealt damage, you may create a token that's a copy of Sprouting Phytohydra.
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Sprouting Thrinax
( 3)
Creature — Lizard
(3/3)
When Sprouting Thrinax dies, create three 1/1 green Saproling creature tokens.
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Squadron Hawk
( 2)
Creature — Bird
(1/1)
Flying When Squadron Hawk enters, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
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Squash
( 5)
Instant
This spell costs less to cast if you control a Giant. Squash deals 6 damage to target creature or planeswalker.
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Cheeky House-Mouse (Squeak By)
( 1)
Sorcery — Adventure
Target creature you control gets +1/+1 until end of turn. It can't be blocked by creatures with power 3 or greater this turn.
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Squee, Dubious Monarch
( 3)
Legendary Creature — Goblin Noble
(2/2)
Haste Whenever Squee, Dubious Monarch attacks, create a 1/1 red Goblin creature token that's tapped and attacking. You may cast Squee, Dubious Monarch from your graveyard by paying and exiling four other cards from your graveyard rather than paying its mana cost.
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Squee, the Immortal
( 3)
Legendary Creature — Goblin
(2/1)
You may cast Squee, the Immortal from your graveyard or from exile.
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Squelch
( 2)
Instant
Counter target activated ability. (Mana abilities can't be targeted.) Draw a card.
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Squelching Leeches
( 4)
Creature — Leech
(*/*)
Squelching Leeches's power and toughness are each equal to the number of Swamps you control.
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Squid Fire Knight
( 0)
Stickers
2 — : The next time target player would roll one or more dice this turn, instead they roll that many dice plus one, then you choose one of those rolls to ignore. 3 — Protection from odd mana values 2 — 4/1 4 — 6/6
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Squishy Sphinx Ninja
( 0)
Stickers
2 — Ward (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) 4 — Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) 3 — 5/3 5 — 7/7
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Staff of the Ages
( 3)
Artifact
Creatures with landwalk abilities can be blocked as though they didn't have those abilities.
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Staff of the Letter Magus
( 3)
Artifact
As Staff of the Letter Magus enters, choose a consonant other than N, R, S, or T. Whenever a player casts a spell, you gain 1 life for each time the chosen letter appears in that spell's name.
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Staff of the Mind Magus
( 3)
Artifact
Whenever you cast a blue spell or an Island you control enters, you gain 1 life.
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Staff of the Storyteller
( 2)
Artifact
When Staff of the Storyteller enters, create a 1/1 white Spirit creature token with flying. Whenever you create one or more creature tokens, put a story counter on Staff of the Storyteller. , , Remove a story counter from Staff of the Storyteller: Draw a card.
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Staff of the Sun Magus
( 3)
Artifact
Whenever you cast a white spell or a Plains you control enters, you gain 1 life.
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Staff of the Wild Magus
( 3)
Artifact
Whenever you cast a green spell or a Forest you control enters, you gain 1 life.
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Staggering Insight
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has lifelink and "Whenever this creature deals combat damage to a player, draw a card."
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Staggershock
( 3)
Instant
Staggershock deals 2 damage to any target. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Stain the Mind
( 5)
Sorcery
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.) Choose a nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles.
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Stalked Researcher
( 2)
Creature — Human Wizard
(3/3)
Defender Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Stalked Researcher can attack this turn as though it didn't have defender.
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Stalker Hag
( 3)
Creature — Hag
(3/2)
Swampwalk, forestwalk (This creature can't be blocked as long as defending player controls a Swamp or a Forest.)
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Stallion of Ashmouth
( 4)
Creature — Nightmare Horse
(3/3)
Delirium — : Stallion of Ashmouth gets +1/+1 until end of turn. Activate only if there are four or more card types among cards in your graveyard.
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Stalwart Pathlighter
( 3)
Creature — Human Soldier
(3/1)
Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control gain indestructible until end of turn.
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Stalwart Shield-Bearers
( 2)
Creature — Human Soldier
(0/3)
Defender Other creatures you control with defender get +0/+2.
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Stalwarts of Osgiliath
( 5)
Creature — Human Soldier
(4/3)
When Stalwarts of Osgiliath enters, the Ring tempts you. Whenever you draw your second card each turn, put a +1/+1 counter on Stalwarts of Osgiliath.
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Stampeding Elk Herd
( 5)
Creature — Elk
(5/5)
Formidable — Whenever Stampeding Elk Herd attacks, if creatures you control have total power 8 or greater, creatures you control gain trample until end of turn.
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Stampeding Horncrest
( 5)
Creature — Dinosaur
(4/4)
Stampeding Horncrest has haste as long as you control another Dinosaur.
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Stampeding Rhino
( 5)
Creature — Rhino
(4/4)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Stand Together
( 5)
Instant
Put two +1/+1 counters on target creature and two +1/+1 counters on another target creature.
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Stangg, Echo Warrior
( 4)
Legendary Creature — Human Warrior
(3/4)
Whenever Stangg, Echo Warrior attacks, create Stangg Twin, a legendary 3/4 red and green Human Warrior creature token. It enters tapped and attacking. For each Aura and Equipment attached to Stangg, create a token that's a copy of it attached to Stangg Twin. Sacrifice all tokens created this way at the beginning of the next end step.
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Star Athlete
( 3)
Creature — Human Warrior
(3/2)
Menace Whenever Star Athlete attacks, choose up to one target nonland permanent. Its controller may sacrifice it. If they don't, Star Athlete deals 5 damage to that player. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Star Charter
( 4)
Creature — Bat Cleric
(3/1)
Flying At the beginning of your end step, if you gained or lost life this turn, look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Starke of Rath
( 3)
Legendary Creature — Human Rogue
(2/2)
: Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath. <I>(This effect lasts indefinitely.)</I>
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Starlight
( 2)
Sorcery
You gain 3 life for each black creature target opponent controls.
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Starlight Spectacular
( 4)
Enchantment
Parade — At the beginning of combat on your turn, choose creatures you control one at a time until each creature you control has been chosen. Each of those creatures gets +1/+1 until end of turn for each creature chosen before it. (Places everyone The first creature in line gets +0/+0.)
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Starlit Soothsayer
( 3)
Creature — Bat Cleric
(2/2)
Flying At the beginning of your end step, if you gained or lost life this turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Starnheim Aspirant
( 3)
Creature — Human Cleric
(2/2)
Angel spells you cast cost less to cast.
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Starnheim Courser
( 3)
Creature — Pegasus
(2/2)
Flying Artifact and enchantment spells you cast cost less to cast.
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Starscream, Power Hungry
( 4)
Legendary Artifact Creature — Robot
(2/3)
More Than Meets the Eye (You may cast this card converted for .) Flying Whenever you draw a card, if you're the monarch, target opponent loses 2 life. Whenever one or more creatures deal combat damage to you, convert Starscream.
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Start from Scratch
( 3)
Sorcery — Lesson
Choose one — • Start from Scratch deals 1 damage to any target. • Destroy target artifact.
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Start the TARDIS
( 2)
Sorcery
Surveil 2, then draw a card. You may planeswalk. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Static Discharge
( 2)
Sorcery
Static Discharge deals X damage to any target, where X is 3 plus the number of charge counters on Static Discharge. Then put a perpetual charge counter on this card and each card named Static Discharge in your hand, library, and graveyard.
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Staunch Crewmate
( 2)
Creature — Human Pirate
(2/1)
When Staunch Crewmate enters, look at the top four cards of your library. You may reveal an artifact or Pirate card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Staunch Defenders
( 5)
Creature — Human Soldier
(3/4)
When Staunch Defenders enters, you gain 4 life.
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Staunch Throneguard
( 5)
Artifact Creature — Construct
(2/5)
Vigilance When Staunch Throneguard enters, you become the monarch.
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Staunch-Hearted Warrior
( 4)
Creature — Human Warrior
(2/2)
Heroic — Whenever you cast a spell that targets Staunch-Hearted Warrior, put two +1/+1 counters on Staunch-Hearted Warrior.
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Stay Hidden, Stay Silent
( 2)
Enchantment — Aura
Enchant creature When Stay Hidden, Stay Silent enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. : Shuffle enchanted creature into its owner's library, then manifest dread. Activate only as a sorcery.
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Steadfast Cathar
( 2)
Creature — Human Soldier
(2/1)
Whenever Steadfast Cathar attacks, it gets +0/+2 until end of turn.
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Steady-Handed Mook
( 3)
Creature — Human Rigger
(1/1)
Deathtouch When Steady-Handed Mook enters, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Steal Enchantment
( 2)
Enchantment — Aura
Enchant enchantment You control enchanted enchantment.
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Steal Strength
( 2)
Instant
Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.
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Stealth Mission
( 3)
Sorcery
Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn.
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Steamcore Scholar
( 3)
Creature — Weird Detective
(2/2)
Flying, vigilance When Steamcore Scholar enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.
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Steamflogger of the Month
( 5)
Creature — Goblin Rigger
(3/3)
When Steamflogger of the Month enters, it assembles a Contraption for each Contraption you control. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Steampath Charger
( 2)
Creature — Lizard Warlock
(2/1)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature dies, it deals 1 damage to target player.
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Steel Hellkite
( 6)
Artifact Creature — Dragon
(5/5)
Flying : Steel Hellkite gets +1/+0 until end of turn. : Destroy each nonland permanent with mana value X whose controller was dealt combat damage by Steel Hellkite this turn. Activate only once each turn.
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Steel Leaf Champion
( 3)
Creature — Elf Knight
(5/4)
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
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Steel of the Godhead
( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
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Steel Seraph
( 6)
Artifact Creature — Angel
(5/4)
Flying At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/3
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Steelbane Hydra
( 2)
Creature — Turtle Hydra
(0/0)
Steelbane Hydra enters with X +1/+1 counters on it. , Remove a +1/+1 counter from Steelbane Hydra: Destroy target artifact or enchantment.
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Steelburr Champion
( 3)
Creature — Mouse Soldier
(1/1)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Vigilance Whenever an opponent casts a noncreature spell, put a +1/+1 counter on this creature.
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Steelfin Whale
( 6)
Creature — Whale
(3/4)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Whenever an artifact you control enters, untap Steelfin Whale.
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Steel-Plume Marshal
( 5)
Creature — Bird Soldier
(3/3)
Flying Whenever Steel-Plume Marshal attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
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