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Scuttletide
( 2)
Enchantment
, Discard a card: Create a 0/3 blue Crab creature token. Delirium — Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.
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Scuttling Butler
( 3)
Artifact Creature — Construct
(4/1)
At the beginning of combat on your turn, if you control two or more multicolored permanents, Scuttling Butler gains double strike until end of turn.
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Scuttling Death
( 5)
Creature — Spirit
(4/2)
Sacrifice Scuttling Death: Target creature gets -1/-1 until end of turn. Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
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Scuttling Doom Engine
( 6)
Artifact Creature — Construct
(6/6)
Scuttling Doom Engine can't be blocked by creatures with power 2 or less. When Scuttling Doom Engine dies, it deals 6 damage to target opponent or planeswalker.
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Scuttling Sentinel
( 3)
Creature — Crab Elf
(3/2)
Flash Vigilance When Scuttling Sentinel enters, put a +1/+1 counter on another target creature you control. Until end of turn, that creature becomes a blue Crab in addition to its other types and gains hexproof. (It can't be the target of spells or abilities your opponents control.)
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Scuttling Sliver
( 3)
Creature — Sliver Trilobite
(2/2)
Sliver creatures you control have ": Untap this creature."
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Scuzzback Marauders
( 5)
Creature — Goblin Warrior
(5/2)
Trample Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Scuzzback Scrapper
( 1)
Creature — Goblin Warrior
(1/1)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Scythe Leopard
( 1)
Creature — Cat
(1/1)
Landfall — Whenever a land you control enters, Scythe Leopard gets +1/+1 until end of turn.
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Scythe of the Wretched
( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Whenever a creature dealt damage by equipped creature this turn dies, return that card to the battlefield under your control. Attach Scythe of the Wretched to that creature. Equip
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Scythe Specter
( 6)
Creature — Specter
(4/4)
Flying Whenever Scythe Specter deals combat damage to a player, each opponent discards a card. Each player who discarded a card with the highest mana value among cards discarded this way loses life equal to that mana value.
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Scythe Tiger
( 1)
Creature — Cat
(3/2)
Shroud (This creature can't be the target of spells or abilities.) When Scythe Tiger enters, sacrifice it unless you sacrifice a land.
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Scytheclaw
( 5)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up. Equip
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Scytheclaw Raptor
( 3)
Creature — Dinosaur
(4/3)
Whenever a player casts a spell, if it's not their turn, Scytheclaw Raptor deals 4 damage to them.
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Sea Drake
( 3)
Creature — Drake
(4/3)
Flying When Sea Drake enters, return two target lands you control to their owner's hand.
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Sea Gate
( 0)
Land — Gate
Sea Gate enters tapped. As Sea Gate enters, choose a color other than blue. : Add or one mana of the chosen color.
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Sea Gate Banneret
( 1)
Creature — Kor Warrior
(1/2)
: Creatures you control get +1/+1 until end of turn.
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Sea Gate Colossus
( 7)
Artifact Creature — Golem Warrior
(7/5)
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Sea Gate Loremaster
( 5)
Creature — Merfolk Wizard Ally
(1/3)
: Draw a card for each Ally you control.
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Sea Gate Oracle
( 3)
Creature — Human Wizard
(1/3)
When Sea Gate Oracle enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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Sea Gate Restoration
( 7)
Sorcery
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
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Sea Gate Stormcaller
( 2)
Creature — Human Wizard
(2/1)
Kicker When Sea Gate Stormcaller enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If Sea Gate Stormcaller was kicked, copy that spell twice instead. You may choose new targets for the copies.
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Sea Gate, Reborn
( 0)
Land
As Sea Gate, Reborn enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Sea God's Revenge
( 6)
Sorcery
Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Sea God's Scorn
( 6)
Sorcery
Return up to three target creatures and/or enchantments to their owners' hands.
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Sea Hag
( 5)
Creature — Hag
(3/5)
When Sea Hag enters, creatures your opponents control get -4/-0 until end of turn.
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Sea Legs
( 1)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.
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Sea Monster
( 6)
Creature — Serpent
(6/6)
Sea Monster can't attack unless defending player controls an Island.
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Sea of Clouds
( 0)
Land
Sea of Clouds enters tapped unless you have two or more opponents. : Add or .
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Sea Serpent
( 6)
Creature — Serpent
(5/5)
Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent.
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Sea Snidd
( 5)
Creature — Beast
(3/3)
: Target land becomes the basic land type of your choice until end of turn.
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Sea Spirit
( 5)
Creature — Elemental Spirit
(2/3)
: Sea Spirit gets +1/+0 until end of turn.
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Sea Sprite
( 2)
Creature — Faerie
(1/1)
Flying, protection from red
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Sea Troll
( 3)
Creature — Troll
(2/1)
: Regenerate Sea Troll. Activate only if Sea Troll blocked or was blocked by a blue creature this turn.
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Seachrome Coast
( 0)
Land
Seachrome Coast enters tapped unless you control two or fewer other lands. : Add or .
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Sea-Dasher Octopus
( 3)
Creature — Octopus
(2/2)
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.) Flash Whenever this creature deals combat damage to a player, draw a card.
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Seafarer's Quay
( 0)
Land
Blue legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Seafaring Werewolf
( 0)
Creature — Werewolf
(2/1)
Seafaring Werewolf can't be blocked. Whenever Seafaring Werewolf deals combat damage to a player, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Seafloor Debris
( 0)
Land
Seafloor Debris enters tapped. : Add . , Sacrifice Seafloor Debris: Add one mana of any color.
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Seafloor Oracle
( 4)
Creature — Merfolk Wizard
(2/3)
Whenever a Merfolk you control deals combat damage to a player, draw a card.
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Seal Away
( 2)
Enchantment
Flash When Seal Away enters, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
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Seal from Existence
( 3)
Enchantment
Ward (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When Seal from Existence enters, exile target nonland permanent an opponent controls until Seal from Existence leaves the battlefield.
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Seal of Cleansing
( 2)
Enchantment
Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.
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Seal of Doom
( 3)
Enchantment
Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated.
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Seal of Fire
( 1)
Enchantment
Sacrifice Seal of Fire: It deals 2 damage to any target.
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Seal of Primordium
( 2)
Enchantment
Sacrifice Seal of Primordium: Destroy target artifact or enchantment.
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Seal of Removal
( 1)
Enchantment
Sacrifice Seal of Removal: Return target creature to its owner's hand.
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Seal of Strength
( 1)
Enchantment
Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn.
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Seal of the Guildpact
( 5)
Artifact
As Seal of the Guildpact enters, choose two colors. Each spell you cast costs less to cast for each of the chosen colors it is.
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Sealed Fate
( 2)
Sorcery
Look at the top X cards of target opponent's library. Exile one of those cards and put the rest back on top of that player's library in any order.
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Sealock Monster
( 5)
Creature — Octopus
(5/5)
Sealock Monster can't attack unless defending player controls an Island. : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Sealock Monster becomes monstrous, target land becomes an Island in addition to its other types.
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Séance
( 4)
Enchantment
At the beginning of each upkeep, you may exile target creature card from your graveyard. If you do, create a token that's a copy of that card, except it's a Spirit in addition to its other types. Exile it at the beginning of the next end step.
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Séance Board
( 2)
Artifact
Morbid — At the beginning of each end step, if a creature died this turn, put a soul counter on Séance Board. : Add X mana of any one color, where X is the number of soul counters on Séance Board. Spend this mana only to cast instant, sorcery, Demon, and Spirit spells.
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Search Elemental (playtest)
( 1)
Creature — — Elemental
(1/1)
Whenever you search your library, scry 1. Scryfall — Whenever you scry, put a +1/+1 counter on Search Elemental. It can't be blocked this turn.
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Search for Azcanta
( 2)
Legendary Enchantment
At the beginning of your upkeep, surveil 1. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta. (Look at the top card of your library. You may put that card into your graveyard.)
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Search for Blex
( 4)
Sorcery
Look at the top five cards of your library. You may put any number of them into your hand and the rest into your graveyard. You lose 3 life for each card you put into your hand this way.
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Search for Glory
( 3)
Snow Sorcery
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each spent to cast this spell. ( is mana from a snow source.)
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Search for Survivors
( 3)
Sorcery
Reorder your graveyard at random. An opponent chooses a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, exile it.
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Search for Tomorrow
( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two 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.)
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Search Party Captain
( 4)
Creature — Human Soldier
(2/2)
This spell costs less to cast for each creature you attacked with this turn. When Search Party Captain enters, draw a card.
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Search the City
( 5)
Enchantment
When Search the City enters, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with Search the City, sacrifice it. If you do, take an extra turn after this one.
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Search the Premises
( 4)
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Search Warrant
( 2)
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
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Searchlight Companion
( 3)
Artifact Creature — Drone
(1/1)
Flying When Searchlight Companion enters, create a 1/1 colorless Spirit creature token.
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Searchlight Geist
( 3)
Creature — Spirit
(2/1)
Flying : Searchlight Geist gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Searing Barb
( 3)
Sorcery
Searing Barb deals 2 damage to any target. If it's a creature, it can't block this turn. Incubate 1. (Create an Incubator token with a +1/+1 counter on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Searing Barrage
( 5)
Instant
Searing Barrage deals 5 damage to target creature. Adamant — If at least three red mana was spent to cast this spell, Searing Barrage deals 3 damage to that creature's controller.
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Searing Blaze
( 2)
Instant
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls. Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
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Searing Blood
( 2)
Instant
Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller.
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Searing Flesh
( 7)
Sorcery
Searing Flesh deals 7 damage to target opponent or planeswalker.
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Searing Light
( 1)
Instant
Destroy target attacking or blocking creature with power 2 or less.
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Searing Meditation
( 3)
Enchantment
Whenever you gain life, you may pay . If you do, Searing Meditation deals 2 damage to any target.
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Searing Rays
( 3)
Sorcery
Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.
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Searing Spear
( 2)
Instant
Searing Spear deals 3 damage to any target.
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Searing Spear Askari
( 3)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) : Searing Spear Askari gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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Searing Touch
( 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.) Searing Touch deals 1 damage to any target.
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Searing Wind
( 9)
Instant
Searing Wind deals 10 damage to any target.
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Sea's Claim
( 1)
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) Enchanted land is an Island.
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Seascape Aerialist
( 5)
Creature — Merfolk Wizard Ally
(2/3)
Whenever Seascape Aerialist or another Ally you control enters, you may have Ally creatures you control gain flying until end of turn.
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Seasinger
( 3)
Creature — Merfolk
(0/1)
When you control no Islands, sacrifice Seasinger. You may choose not to untap Seasinger during your untap step. : Gain control of target creature whose controller controls an Island for as long as you control Seasinger and Seasinger remains tapped.
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Season of Growth
( 2)
Enchantment
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Whenever you cast a spell that targets a creature you control, draw a card.
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Season of Renewal
( 3)
Instant
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target enchantment card from your graveyard to your hand.
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Season of the Witch
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life. At the beginning of the end step, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.
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