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Rubblebelt Maverick
( 1)
Creature — Human Detective
(1/1)
When Rubblebelt Maverick enters, 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.) , Exile Rubblebelt Maverick from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
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Rubblehulk
( 6)
Creature — Elemental
(*/*)
Rubblehulk's power and toughness are each equal to the number of lands you control. Bloodrush — , Discard Rubblehulk: Target attacking creature gets +X/+X until end of turn, where X is the number of lands you control.
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Ruby, Daring Tracker
( 2)
Legendary Creature — Human Scout
(1/2)
Haste Whenever Ruby, Daring Tracker attacks while you control a creature with power 4 or greater, Ruby gets +2/+2 until end of turn. : Add or .
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Rude Awakening
( 5)
Sorcery
Choose one — • Untap all lands you control. • Until end of turn, lands you control become 2/2 creatures that are still lands. Entwine (Choose both if you pay the entwine cost.)
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Ruin in Their Wake
( 2)
Sorcery
Devoid (This card has no color.) Search your library for a basic land card and reveal it. You may put that card onto the battlefield tapped if you control a land named Wastes. Otherwise, put that card into your hand. Then shuffle.
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Ruin-Lurker Bat
( 1)
Creature — Bat
(1/1)
Flying, lifelink At the beginning of your end step, if you descended this turn, scry 1. (You descended if a permanent card was put into your graveyard from anywhere.)
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Rukarumel, Biologist
( 5)
Legendary Creature — Human Wizard
(3/3)
As Rukarumel, Biologist enters, choose a creature type. Slivers you control and nontoken creatures you control are the chosen type in addition to their other creature types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield. , : Create a 1/1 colorless Sliver creature token.
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Rukh Egg
( 4)
Creature — Bird Egg
(0/3)
When Rukh Egg dies, create a 4/4 red Bird creature token with flying at the beginning of the next end step.
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Rulik Mons, Warren Chief
( 4)
Legendary Creature — Goblin
(3/3)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Rulik Mons, Warren Chief attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you didn't put a card onto the battlefield this way, create a 1/1 red Goblin creature token.
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Rumbling Aftershocks
( 5)
Enchantment
Whenever you cast a kicked spell, you may have Rumbling Aftershocks deal damage to any target equal to the number of times that spell was kicked.
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Rumbling Rockslide
( 4)
Sorcery
Rumbling Rockslide deals damage to target creature equal to the number of lands you control.
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Run Amok
( 2)
Instant
Target attacking creature gets +3/+3 and gains trample until end of turn.
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Runaway Steam-Kin
( 2)
Creature — Elemental
(1/1)
Whenever you cast a red spell, if Runaway Steam-Kin has fewer than three +1/+1 counters on it, put a +1/+1 counter on Runaway Steam-Kin. Remove three +1/+1 counters from Runaway Steam-Kin: Add .
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Rune of Protection: Black
( 2)
Enchantment
: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Cycling (, Discard this card: Draw a card.)
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Runechanter's Pike
( 2)
Artifact — Equipment
Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard. Equip
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Runehorn Hellkite
( 6)
Creature — Dragon
(5/5)
Flying , Exile Runehorn Hellkite from your graveyard: Each player discards their hand, then draws seven cards.
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Runo Stromkirk
( 3)
Legendary Creature — Vampire Cleric
(1/4)
Flying When Runo Stromkirk enters, put up to one target creature card from your graveyard on top of your library. At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If a creature card with mana value 6 or greater is revealed this way, transform Runo Stromkirk.
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Rush of Knowledge
( 5)
Sorcery
Draw cards equal to the highest mana value among permanents you control.
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Rust Tick
( 3)
Artifact Creature — Insect
(1/3)
You may choose not to untap Rust Tick during your untap step. , : Tap target artifact. It doesn't untap during its controller's untap step for as long as Rust Tick remains tapped.
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Ruthless Knave
( 3)
Creature — Orc Pirate
(3/2)
, Sacrifice a creature: Create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.") Sacrifice three Treasures: Draw a card.
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Sacellum Godspeaker
( 3)
Creature — Elf Druid
(2/2)
: Reveal any number of creature cards with power 5 or greater from your hand. Add for each card revealed this way.
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Sacred Knight
( 4)
Creature — Human Knight
(3/2)
Sacred Knight can't be blocked by black and/or red creatures.
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Sacred Peaks
( 0)
Land — Mountain Plains
(: Add or .) Sacred Peaks enters tapped.
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Saddleback Lagac
( 4)
Creature — Lizard
(3/1)
When Saddleback Lagac enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
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Sadistic Skymarcher
( 3)
Creature — Vampire Soldier
(2/2)
As an additional cost to cast this spell, reveal a Vampire card from your hand or pay . Flying, lifelink
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Saffi Eriksdotter
( 2)
Legendary Creature — Human Scout
(2/2)
Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard this turn, return that card to the battlefield.
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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's Knowledge
( 3)
Sorcery
Return target sorcery card from your graveyard to your hand.
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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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Sakashima's Will
( 4)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target opponent chooses a creature they control. You gain control of it. • Choose a creature you control. Each other creature you control becomes a copy of that creature until end of 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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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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Salvaged Manaworker
( 2)
Artifact Creature — Construct
(1/3)
: Add one mana of any color. Activate only once each turn.
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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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Sanctuary Lockdown
( 3)
Enchantment
Humans you control get +1/+1. , Tap two untapped Humans you control: Tap target creature an opponent controls.
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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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Sandbar Merfolk
( 1)
Creature — Merfolk
(1/1)
Cycling (, Discard this card: Draw a card.)
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Sandskin
( 3)
Enchantment — Aura
Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature.
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Sandstalker Moloch
( 3)
Creature — Lizard
(4/2)
Flash When Sandstalker Moloch enters, if an opponent cast a blue and/or black spell this turn, look at the top four cards of your library. You may reveal a permanent 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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Sangrite Backlash
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/-3.
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Sanguine Brushstroke
( 3)
Enchantment
When Sanguine Brushstroke enters the battlefield, create a Blood token and conjure a card named Blood Artist onto the battlefield. Whenever you sacrifice a Blood token, each opponent loses 1 life and you gain 1 life.
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Sanitarium Skeleton
( 1)
Creature — Skeleton
(1/2)
: Return Sanitarium Skeleton from your graveyard to your hand.
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Sap Sucker
( 0)
Artifact — Contraption
Whenever you crank Sap Sucker, add . Until end of turn, you don't lose this mana as steps and phases end.
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Sapphire Drake
( 6)
Creature — Drake
(4/4)
Flying Each creature you control with a +1/+1 counter on it has flying.
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Saprazzan Breaker
( 5)
Creature — Beast
(3/3)
: Mill a card. If a land card was milled this way, Saprazzan Breaker can't be blocked this turn.
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Saprazzan Skerry
( 0)
Land
Saprazzan Skerry enters tapped with two depletion counters on it. , Remove a depletion counter from Saprazzan Skerry: Add . If there are no depletion counters on Saprazzan Skerry, sacrifice it.
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Saradoc, Master of Buckland
( 4)
Legendary Creature — Halfling Citizen
(2/4)
Whenever Saradoc, Master of Buckland or another nontoken creature you control with power 2 or less enters, create a 1/1 white Halfling creature token. Tap two other untapped Halflings you control: Saradoc gets +2/+0 and gains lifelink until end of turn.
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Sarevok, Deathbringer
( 4)
Legendary Creature — Human Knight
(3/4)
At the beginning of each player's end step, if no permanents left the battlefield this turn, that player loses X life, where X is Sarevok's power. Choose a Background (You can have a Background as a second commander.)
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Sarinth Steelseeker
( 2)
Creature — Human Artificer Scout
(1/2)
Whenever an artifact you control enters, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
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Sarkhan the Mad
( 5)
Legendary Planeswalker — Sarkhan
(7)
0: Reveal the top card of your library and put it into your hand. Sarkhan the Mad deals damage to himself equal to that card's mana value. −2: Target creature's controller sacrifices it, then that player creates a 5/5 red Dragon creature token with flying. −4: Each Dragon creature you control deals damage equal to its power to target player or planeswalker.
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Sarkhan the Masterless
( 5)
Legendary Planeswalker — Sarkhan
(5)
Whenever a creature attacks you or a planeswalker you control, each Dragon you control deals 1 damage to that creature. +1: Until end of turn, each planeswalker you control becomes a 4/4 red Dragon creature and gains flying. −3: Create a 4/4 red Dragon creature token with flying.
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Sarkhan Unbroken
( 5)
Legendary Planeswalker — Sarkhan
(4)
+1: Draw a card, then add one mana of any color. −2: Create a 4/4 red Dragon creature token with flying. −8: Search your library for any number of Dragon creature cards, put them onto the battlefield, then shuffle.
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Sarkhan Vol
( 4)
Legendary Planeswalker — Sarkhan
(4)
+1: Creatures you control get +1/+1 and gain haste until end of turn. −2: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. −6: Create five 4/4 red Dragon creature tokens with flying.
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Sarkhan, Dragonsoul
( 6)
Legendary Planeswalker — Sarkhan
(5)
+2: Sarkhan, Dragonsoul deals 1 damage to each opponent and each creature your opponents control. −3: Sarkhan, Dragonsoul deals 4 damage to target player or planeswalker. −9: Search your library for any number of Dragon creature cards, put them onto the battlefield, then shuffle.
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Sarkhan, Fireblood
( 3)
Legendary Planeswalker — Sarkhan
(3)
+1: You may discard a card. If you do, draw a card. +1: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells. −7: Create four 5/5 red Dragon creature tokens with flying.
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Sarkhan, Soul Aflame
( 3)
Legendary Creature — Human Shaman
(2/4)
Dragon spells you cast cost less to cast. Whenever a Dragon you control enters, you may have Sarkhan, Soul Aflame become a copy of it until end of turn, except its name is Sarkhan, Soul Aflame and it's legendary in addition to its other types.
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Sarkhan, the Dragonspeaker
( 5)
Legendary Planeswalker — Sarkhan
(4)
+1: Until end of turn, Sarkhan, the Dragonspeaker becomes a legendary 4/4 red Dragon creature with flying, indestructible, and haste. (He doesn't lose loyalty while he's not a planeswalker.) −3: Sarkhan, the Dragonspeaker deals 4 damage to target creature. −6: You get an emblem with "At the beginning of your draw step, draw two additional cards" and "At the beginning of your end step, discard your hand."
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Sarkhan, Wanderer to Shiv
( 4)
Legendary Planeswalker — — Sarkhan
+1: Dragon cards in your hand perpetually gain "This spell costs less to cast", and "You may pay rather than pay this spell's mana cost, where X is its mana value." 0: Conjure a card named Shivan Dragon into your hand. −2: Sarkhan, Wanderer to Shiv deals 3 damage to target creature.
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Sarkhan's Catharsis
( 5)
Instant
Sarkhan's Catharsis deals 5 damage to target player or planeswalker.
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Sarkhan's Dragonfire
( 5)
Sorcery
Sarkhan's Dragonfire deals 3 damage to any target. Look at the top five cards of your library. You may reveal a red 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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Sarkhan's Rage
( 5)
Instant
Sarkhan's Rage deals 5 damage to any target. If you control no Dragons, Sarkhan's Rage deals 2 damage to you.
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Sarkhan's Scorn
( 3)
Instant
Sarkhan's Scorn deals damage equal to the number of turns you have begun to target creature or planeswalker.
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Sarkhan's Triumph
( 3)
Instant
Search your library for a Dragon creature card, reveal it, put it into your hand, then shuffle.
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Sarkhan's Unsealing
( 4)
Enchantment
Whenever you cast a creature spell with power 4, 5, or 6, Sarkhan's Unsealing deals 4 damage to any target. Whenever you cast a creature spell with power 7 or greater, Sarkhan's Unsealing deals 4 damage to each opponent and each creature and planeswalker they control.
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Sarkhan's Whelp
( 3)
Creature — Dragon
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever you activate an ability of a Sarkhan planeswalker, Sarkhan's Whelp deals 1 damage to any target.
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Sarulf's Packmate
( 4)
Creature — Wolf
(3/3)
When Sarulf's Packmate enters, draw a card. 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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Saruli Caretaker
( 1)
Creature — Dryad
(0/3)
Defender , Tap an untapped creature you control: Add one mana of any color.
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Saruli Gatekeepers
( 4)
Creature — Elf Warrior
(2/4)
When Saruli Gatekeepers enters, if you control two or more Gates, you gain 7 life.
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Saruman's Trickery
( 3)
Instant
Counter target spell. Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Saskia the Unyielding
( 4)
Legendary Creature — Human Soldier
(3/4)
Vigilance, haste As Saskia the Unyielding enters, choose a player. Whenever a creature you control deals combat damage to a player, it deals that much damage to the chosen player.
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Satsuki, the Living Lore
( 2)
Legendary Creature — Human Druid
(1/3)
: Put a lore counter on each Saga you control. Activate only as a sorcery. When Satsuki, the Living Lore dies, choose up to one — • Return target Saga or enchantment creature you control to its owner's hand. • Return target Saga card from your graveyard to your hand.
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Sauron, the Dark Lord
( 6)
Legendary Creature — Avatar Horror
(7/6)
Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards.
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Sautekh Immortal
( 3)
Artifact Creature — Necron
(2/2)
Flash Elite Troops — Sautekh Immortal enters with a +1/+1 counter on it for each creature that died this turn.
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Savage Packmate
( 0)
Creature — Werewolf
(5/5)
Trample Other creatures you control get +1/+0. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Savior of Ollenbock
( 3)
Creature — Human Soldier
(1/2)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever Savior of Ollenbock trains, exile up to one other target creature from the battlefield or creature card from a graveyard. When Savior of Ollenbock leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
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Sawback Manticore
( 5)
Creature — Manticore
(2/4)
: Sawback Manticore gains flying until end of turn. : Sawback Manticore deals 2 damage to target attacking or blocking creature. Activate only if Sawback Manticore is attacking or blocking and only once each turn.
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Sawblade Skinripper
( 3)
Creature — Human Assassin
(3/2)
Menace , Sacrifice another creature or enchantment: Put a +1/+1 counter on Sawblade Skinripper. At the beginning of your end step, if you sacrificed one or more permanents this turn, Sawblade Skinripper deals that much damage to any target.
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Sawtusk Demolisher
( 6)
Creature — Beast
(6/6)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Trample Whenever this creature mutates, destroy target noncreature permanent. Its controller creates a 3/3 green Beast creature token.
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Scab-Clan Berserker
( 3)
Creature — Human Berserker
(2/2)
Haste Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever an opponent casts a noncreature spell, if Scab-Clan Berserker is renowned, Scab-Clan Berserker deals 2 damage to that player.
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Scaldkin
( 4)
Creature — Elemental
(2/2)
Flying , Sacrifice Scaldkin: It deals 2 damage to any target.
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Scaled Hulk
( 6)
Creature — Spirit
(4/4)
Whenever you cast a Spirit or Arcane spell, Scaled Hulk gets +2/+2 until end of turn.
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Scalelord Reckoner
( 5)
Creature — Dragon
(4/4)
Flying Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls.
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Hired Muscle (Scarmaker)
( 3)
Legendary Creature — Spirit
(4/4)
Remove a ki counter from Scarmaker: Target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Scattering Stroke
( 4)
Instant
Counter target spell. Clash with an opponent. If you win, at the beginning of your next main phase, you may add an amount of equal to that spell's mana value. (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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Scavenger Drake
( 4)
Creature — Drake
(1/1)
Flying Whenever another creature dies, you may put a +1/+1 counter on Scavenger Drake.
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Scavenger Folk
( 1)
Creature — Human
(1/1)
, , Sacrifice Scavenger Folk: Destroy target artifact.
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