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Spectral Lynx
( 2)
Creature — Cat Spirit
(2/1)
Protection from green : Regenerate Spectral Lynx.
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Spectral Prison
( 2)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. When enchanted creature becomes the target of a spell, sacrifice Spectral Prison.
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Spectral Reserves
( 4)
Sorcery
Create two 1/1 white Spirit creature tokens with flying. You gain 2 life.
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Spectral Rider
( 2)
Creature — Spirit Knight
(2/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Spectral Sailor
( 1)
Creature — Spirit Pirate
(1/1)
Flash (You may cast this spell any time you could cast an instant.) Flying : Draw a card.
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Spectral Searchlight
( 3)
Artifact
: Choose a player. That player adds one mana of any color they choose.
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Spectral Shepherd
( 3)
Creature — Spirit
(2/2)
Flying : Return target Spirit you control to its owner's hand.
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Spectral Shield
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and can't be the target of spells.
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Spectral Shift
( 2)
Instant
Choose one — • Change the text of target spell or permanent by replacing all instances of one basic land type with another. (This effect lasts indefinitely.) • Change the text of target spell or permanent by replacing all instances of one color word with another. (This effect lasts indefinitely.) Entwine (Choose both if you pay the entwine cost.)
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Spectral Sliver
( 3)
Creature — Sliver Spirit
(2/2)
All Sliver creatures have ": This creature gets +1/+1 until end of turn."
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Spectral Snatcher
( 6)
Creature — Spirit
(6/5)
Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.) Swampcycling (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
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Spectral Steel
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. , Exile Spectral Steel from your graveyard: Return another target Aura or Equipment card from your graveyard to your hand.
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Spectrum Sentinel
( 1)
Artifact Creature — Soldier
(1/2)
Protection from multicolored (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything multicolored.) Whenever a nonbasic land an opponent controls enters, you gain 1 life.
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Speedway Fanatic
( 2)
Creature — Human Pilot
(2/1)
Haste Whenever Speedway Fanatic crews a Vehicle, that Vehicle gains haste until end of turn.
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Spell Burst
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Counter target spell with mana value X.
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Spell Counter
( 4)
Instant
Counter target spell. Gotcha — If an opponent says "spell" or "counter," you may say "Gotcha" When you do, return Spell Counter from your graveyard to your hand.
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Spell Crumple
( 3)
Instant
Counter target spell. If that spell is countered this way, put it on the bottom of its owner's library instead of into that player's graveyard. Put Spell Crumple on the bottom of its owner's library.
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Spell Pierce
( 1)
Instant
Counter target noncreature spell unless its controller pays .
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Spell Queller
( 3)
Creature — Spirit
(2/3)
Flash Flying When Spell Queller enters, exile target spell with mana value 4 or less. When Spell Queller leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
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Spell Rupture
( 2)
Instant
Counter target spell unless its controller pays , where X is the greatest power among creatures you control.
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Spell Satchel
( 2)
Artifact
Magecraft — Whenever you cast or copy an instant or sorcery spell, put a book counter on Spell Satchel. , Remove a book counter from Spell Satchel: Add . , , Remove three book counters from Spell Satchel: Draw a card.
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Spell Shrivel
( 3)
Instant
Devoid (This card has no color.) Counter target spell unless its controller pays . If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Spell Snare
( 1)
Instant
Counter target spell with mana value 2.
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Spell Snip
( 3)
Instant
Counter target spell unless its controller pays . Cycling (, Discard this card: Draw a card.)
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Spell Snuff
( 3)
Instant
Counter target spell. Fateful hour — If you have 5 or less life, draw a card.
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Spell Stutter
( 2)
Instant
Counter target spell unless its controller pays plus an additional for each Faerie you control.
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Spell Suck
( 4)
Instant
Counter target spell, then assemble a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Spell Swindle
( 5)
Instant
Counter target spell. Create X Treasure tokens, where X is that spell's mana value. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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Spell Syphon
( 2)
Instant
Counter target spell unless its controller pays for each blue permanent you control.
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Spellbane Centaur
( 3)
Creature — Centaur
(3/2)
Creatures you control can't be the targets of blue spells or abilities from blue sources.
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Spellbinder
( 3)
Artifact — Equipment
Imprint — When Spellbinder enters, you may exile an instant card from your hand. Whenever equipped creature deals combat damage to a player, you may copy the exiled card. If you do, you may cast the copy without paying its mana cost. Equip
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Spellbook
( 0)
Artifact
You have no maximum hand size.
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Spellbook Vendor
( 2)
Creature — Human Peasant
(2/2)
Vigilance At the beginning of combat on your turn, you may pay . When you do, create a Sorcerer Role token attached to 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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Spellbound Dragon
( 5)
Creature — Dragon
(3/5)
Flying Whenever Spellbound Dragon attacks, draw a card, then discard a card. Spellbound Dragon gets +X/+0 until end of turn, where X is the discarded card's mana value.
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Spellbreaker Behemoth
( 4)
Creature — Beast
(5/5)
This spell can't be countered. Creature spells you control with power 5 or greater can't be countered.
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Spelldrain Assassin
( 3)
Creature — — Vampire Assassin
(3/3)
When Spelldrain Assassin enters the battlefield, choose an instant or sorcery card in your hand. It perpetually gains casualty 2. (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
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Spelleater Wolverine
( 3)
Creature — Wolverine
(3/2)
Spelleater Wolverine has double strike as long as there are three or more instant and/or sorcery cards in your graveyard.
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Spellgorger Barbarian
( 4)
Creature — Human Nightmare Barbarian
(3/1)
When Spellgorger Barbarian enters, discard a card at random. When Spellgorger Barbarian leaves the battlefield, draw a card.
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Spellgorger Weird
( 3)
Creature — Weird
(2/2)
Whenever you cast a noncreature spell, put a +1/+1 counter on Spellgorger Weird.
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Spellgyre
( 4)
Instant
Choose one — • Counter target spell. • Surveil 2, then draw two cards. (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.)
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Spellheart Chimera
( 3)
Creature — Chimera
(*/3)
Flying, trample Spellheart Chimera's power is equal to the number of instant and sorcery cards in your graveyard.
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Spelling Bee
( 3)
Creature — Alien Insect
(1/1)
Flying, deathtouch Whenever Spelling Bee deals combat damage to a player, that player looks at the top card of your library and chooses a word on that card. You spell that word. If you spell it correctly, draw a card. Otherwise, scry 1.
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Spelljack
( 6)
Instant
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may play it without paying its mana cost for as long as it remains exiled. (If it has X in its mana cost, X is 0.)
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Spellkeeper Weird
( 3)
Creature — Weird
(1/4)
, , Sacrifice Spellkeeper Weird: Return target instant or sorcery card from your graveyard to your hand.
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Spellmorph Raise Dead (playtest)
( 1)
Instant
Return target creature card from your graveyard to your hand. Spellmorph (You may cast this card face down as a 2/2 creature for . Cast it any time for its spellmorph cost.)
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Spellpyre Phoenix
( 5)
Creature — Phoenix
(4/2)
Flying When Spellpyre Phoenix enters, you may return target instant or sorcery card with a cycling ability from your graveyard to your hand. At the beginning of each end step, if you cycled two or more cards this turn, return Spellpyre Phoenix from your graveyard to your hand.
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Spellrune Howler
( 0)
Creature — Werewolf
(3/4)
Whenever you cast an instant or sorcery spell, Spellrune Howler gets +2/+2 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Spellrune Painter
( 3)
Creature — Human Shaman Werewolf
(2/3)
Whenever you cast an instant or sorcery spell, Spellrune Painter gets +1/+1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Spellscorn Coven
( 4)
Creature — Faerie Warlock
(2/3)
Flying When Spellscorn Coven enters, each opponent discards a card.
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Spellseeker
( 3)
Creature — Human Wizard
(1/1)
When Spellseeker enters, you may search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.
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Spellshift
( 4)
Instant
Counter target instant or sorcery spell. Its controller reveals cards from the top of their library until they reveal an instant or sorcery card. That player may cast that card without paying its mana cost. Then the player shuffles.
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Spellshock
( 3)
Enchantment
Whenever a player casts a spell, Spellshock deals 2 damage to that player.
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Spellskite
( 2)
Artifact Creature — Phyrexian Horror
(0/4)
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Spellstutter Sprite
( 2)
Creature — Faerie Wizard
(1/1)
Flash Flying When Spellstutter Sprite enters, counter target spell with mana value X or less, where X is the number of Faeries you control.
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Spelltithe Enforcer
( 5)
Creature — Elephant Wizard
(3/3)
Whenever an opponent casts a spell, that player sacrifices a permanent of their choice unless they pay .
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Spelltwine
( 6)
Sorcery
Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine.
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Spellweaver Duo
( 7)
Creature — Human Wizard
(4/4)
Assist (Another player can pay up to of this spell's cost.) When Spellweaver Duo enters, you may return target tapped creature to its owner's hand.
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Spellweaver Eternal
( 2)
Creature — Zombie Snake Wizard
(2/1)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.)
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Spellweaver Helix
( 3)
Artifact
Imprint — When Spellweaver Helix enters, you may exile two target sorcery cards from a single graveyard. Whenever a player casts a card, if it has the same name as one of the cards exiled with Spellweaver Helix, you may copy the other. If you do, you may cast the copy without paying its mana cost.
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Spellweaver Volute
( 5)
Enchantment — Aura
Enchant instant card in a graveyard Whenever you cast a sorcery spell, copy the enchanted instant card. You may cast the copy without paying its mana cost. If you do, exile the enchanted card and attach Spellweaver Volute to another instant card in a graveyard.
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Spellwild Ouphe
( 2)
Creature — Ouphe
(1/3)
Spells that target Spellwild Ouphe cost less to cast.
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Spelunking
( 3)
Enchantment
When Spelunking enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life. Lands you control enter untapped.
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Sphere of Annihilation
( 1)
Artifact
Sphere of Annihilation enters with X void counters on it. At the beginning of your upkeep, exile Sphere of Annihilation, all creatures and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in graveyards with mana value less than or equal to the number of void counters on it.
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Sphere of Duty
( 4)
Enchantment
If a green source would deal damage to you, prevent 2 of that damage.
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Sphere of Grace
( 4)
Enchantment
If a black source would deal damage to you, prevent 2 of that damage.
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Sphere of Law
( 4)
Enchantment
If a red source would deal damage to you, prevent 2 of that damage.
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Sphere of Purity
( 4)
Enchantment
If an artifact would deal damage to you, prevent 1 of that damage.
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Sphere of Reason
( 4)
Enchantment
If a blue source would deal damage to you, prevent 2 of that damage.
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Sphere of Safety
( 5)
Enchantment
Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures, where X is the number of enchantments you control.
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Sphere of the Suns
( 2)
Artifact
Sphere of the Suns enters tapped and with three charge counters on it. , Remove a charge counter from Sphere of the Suns: Add one mana of any color.
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Sphere of Truth
( 4)
Enchantment
If a white source would deal damage to you, prevent 2 of that damage.
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Sphinx Ambassador
( 7)
Creature — Sphinx
(5/5)
Flying Whenever Sphinx Ambassador deals combat damage to a player, search that player's library for a card, then that player chooses a card name. If you searched for a creature card that doesn't have that name, you may put it onto the battlefield under your control. Then that player shuffles.
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Sphinx Mindbreaker
( 7)
Creature — Sphinx
(6/6)
Flying When Sphinx Mindbreaker enters, each opponent mills ten cards.
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Sphinx of Clear Skies
( 5)
Creature — Sphinx
(5/5)
Flying, ward Domain — Whenever Sphinx of Clear Skies deals combat damage to a player, reveal the top X cards of your library, where X is the number of basic land types among lands you control. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. (Piles can be empty.)
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Sphinx of Enlightenment
( 6)
Creature — Sphinx
(5/5)
Flying When Sphinx of Enlightenment enters, target opponent draws a card and you draw three cards.
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Sphinx of Foresight
( 4)
Creature — Sphinx
(4/4)
You may reveal this card from your opening hand. If you do, scry 3 at the beginning of your first upkeep. Flying At the beginning of your upkeep, scry 1.
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Sphinx of Forgotten Lore
( 4)
Creature — Sphinx
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying Whenever this creature attacks, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to that card's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
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Sphinx of Jwar Isle
( 6)
Creature — Sphinx
(5/5)
Flying Shroud (This creature can't be the target of spells or abilities.) You may look at the top card of your library any time.
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Sphinx of Lost Truths
( 5)
Creature — Sphinx
(3/5)
Kicker (You may pay an additional as you cast this spell.) Flying When Sphinx of Lost Truths enters, draw three cards. Then if it wasn't kicked, discard three cards.
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Sphinx of Magosi
( 6)
Creature — Sphinx
(6/6)
Flying : Draw a card, then put a +1/+1 counter on Sphinx of Magosi.
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Sphinx of New Prahv
( 4)
Creature — Sphinx
(4/3)
Flying, vigilance Spells your opponents cast that target Sphinx of New Prahv cost more to cast.
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Sphinx of the Chimes
( 6)
Creature — Sphinx
(5/6)
Flying Discard two nonland cards with the same name: Draw four cards.
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Sphinx of the Final Word
( 7)
Creature — Sphinx
(5/5)
This spell can't be countered. Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.) Instant and sorcery spells you control can't be countered.
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Sphinx of the Guildpact
( 7)
Artifact Creature — Sphinx
(5/5)
Sphinx of the Guildpact is all colors. Flying Hexproof from monocolored (This creature can't be the target of monocolored spells or abilities your opponents control.)
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Sphinx of the Second Sun
( 8)
Creature — Sphinx
(6/6)
Flying At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
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Sphinx of the Steel Wind
( 8)
Artifact Creature — Sphinx
(6/6)
Flying, first strike, vigilance, lifelink, protection from red and from green
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Sphinx of Uthuun
( 7)
Creature — Sphinx
(5/6)
Flying When Sphinx of Uthuun enters, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
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Sphinx Sovereign
( 8)
Artifact Creature — Sphinx
(6/6)
Flying At the beginning of your end step, you gain 3 life if Sphinx Sovereign is untapped. Otherwise, each opponent loses 3 life.
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Sphinx Summoner
( 5)
Artifact Creature — Sphinx
(3/3)
Flying When Sphinx Summoner enters, you may search your library for an artifact creature card, reveal it, put it into your hand. then shuffle.
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Sphinx-Bone Wand
( 7)
Artifact
Whenever you cast an instant or sorcery spell, you may put a charge counter on Sphinx-Bone Wand. If you do, Sphinx-Bone Wand deals damage equal to the number of charge counters on it to any target.
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Sphinx's Decree
( 2)
Sorcery
Each opponent can't cast instant or sorcery spells during that player's next turn.
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Sphinx's Disciple
( 5)
Creature — Human Wizard
(2/2)
Flying Inspired — Whenever Sphinx's Disciple becomes untapped, draw a card.
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Sphinx's Insight
( 4)
Instant
Draw two cards. Addendum — If you cast this spell during your main phase, you gain 2 life.
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