|
Rustspore Ram
( 4)
Artifact Creature — Sheep
(1/3)
When Rustspore Ram enters, destroy target Equipment.
|
|
|
Rustvine Cultivator
( 1)
Creature — Phyrexian Elf Druid
(1/2)
: Put an oil counter on Rustvine Cultivator. , Remove an oil counter from Rustvine Cultivator: Untap target land.
|
|
|
Ruthless Cullblade
( 2)
Creature — Vampire Warrior
(2/1)
Ruthless Cullblade gets +2/+1 as long as an opponent has 10 or less life.
|
|
|
Ruthless Deathfang
( 6)
Creature — Dragon
(4/4)
Flying Whenever you sacrifice a creature, target opponent sacrifices a creature of their choice.
|
|
|
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.
|
|
|
Ruthless Lawbringer
( 3)
Creature — Vampire Assassin
(3/2)
When Ruthless Lawbringer enters, you may sacrifice another creature. When you do, destroy target nonland permanent.
|
|
|
Ruthless Radrat
( 3)
Creature — Rat Mutant
(2/2)
Squad—Exile four cards from your graveyard. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters, create that many tokens that are copies of it.) Menace (This creature can't be blocked except by two or more creatures.)
|
|
|
Ruthless Ripper
( 1)
Creature — Human Assassin
(1/1)
Deathtouch Morph—Reveal a black card in your hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Ruthless Ripper is turned face up, target player loses 2 life.
|
|
|
Ruthless Sniper
( 1)
Creature — Human Archer
(1/2)
Whenever you cycle or discard a card, you may pay . If you do, put a -1/-1 counter on target creature.
|
|
|
Ruthless Technomancer
( 4)
Creature — Human Wizard
(2/4)
When Ruthless Technomancer enters, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature's power. , Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
|
|
|
Ruthless Winnower
( 5)
Creature — Elf Rogue
(4/4)
At the beginning of each player's upkeep, that player sacrifices a non-Elf creature of their choice.
|
|
|
Ruxa, Patient Professor
( 4)
Legendary Creature — Bear Druid
(4/4)
Whenever Ruxa, Patient Professor enters or attacks, return target creature card with no abilities from your graveyard to your hand. Creatures you control with no abilities get +1/+1. For each creature you control with no abilities, you may have that creature assign its combat damage as though it weren't blocked.
|
|
|
Ryan Sinclair
( 3)
Legendary Creature — Human
(2/2)
Whenever Ryan attacks, exile cards from the top of your library until you exile a nonland card. You may cast the exiled card without paying its mana cost if it's a spell with mana value less than or equal to Ryan's power. Put the exiled cards not cast this way on the bottom of your library in a random order. Doctor's companion (You can have two commanders if the other is the Doctor.)
|
|
|
Rysorian Badger
( 3)
Creature — Badger
(2/2)
Whenever Rysorian Badger attacks and isn't blocked, you may exile up to two target creature cards from defending player's graveyard. If you do, you gain 1 life for each card exiled this way and Rysorian Badger assigns no combat damage this turn.
|
|
|
Ryusei, the Falling Star
( 6)
Legendary Creature — Dragon Spirit
(5/5)
Flying When Ryusei, the Falling Star dies, it deals 5 damage to each creature without flying.
|
|
|
S.N.O.T.
( 1)
Creature — Ooze
(*{^2}/*{^2})
You may have S.N.O.T. enter stuck to another creature named S.N.O.T. If you do, all those creatures form a single creature. S.N.O.T.'s power and toughness are each equal to the square of the number of cards named S.N.O.T. stuck together to form it. (One is a 1/1, two are a 4/4, three are a 9/9, and four are a 16/16. If you manage to get -1 S.N.O.T.s stuck together, it's a 1/1.)
|
|
|
Saber Ants
( 4)
Creature — Insect
(2/3)
Whenever Saber Ants is dealt damage, you may create that many 1/1 green Insect creature tokens.
|
|
|
Saberclaw Golem
( 5)
Artifact Creature — Golem
(4/2)
: Saberclaw Golem gains first strike until end of turn.
|
|
|
Sabertooth Alley Cat
( 3)
Creature — Cat
(2/1)
Sabertooth Alley Cat attacks each combat if able. : Creatures without defender can't block Sabertooth Alley Cat this turn.
|
|
|
Sabertooth Cobra
( 3)
Creature — Snake
(2/2)
Whenever Sabertooth Cobra deals damage to a player, that player gets a poison counter. The player gets another poison counter at the beginning of their next upkeep unless they pay before that step. (A player with ten or more poison counters loses the game.)
|
|
|
Sabertooth Mauler
( 4)
Creature — Cat
(3/3)
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Sabertooth Mauler and untap it.
|
|
|
Sabertooth Nishoba
( 6)
Creature — Cat Beast Warrior
(5/5)
Trample, protection from blue and from red
|
|
|
Sabertooth Outrider
( 4)
Creature — Human Warrior
(4/2)
Trample Formidable — Whenever Sabertooth Outrider attacks, if creatures you control have total power 8 or greater, Sabertooth Outrider gains first strike until end of turn.
|
|
|
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.
|
|
|
Sachi, Daughter of Seshiro
( 4)
Legendary Creature — Snake Shaman
(1/3)
Other Snake creatures you control get +0/+1. Shamans you control have ": Add ."
|
|
|
Sacred Cat
( 1)
Creature — Cat
(1/1)
Lifelink Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Cat with no mana cost. Embalm only as a sorcery.)
|
|
|
Sacred Guide
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and exile all other cards revealed this way.
|
|
|
Sacred Knight
( 4)
Creature — Human Knight
(3/2)
Sacred Knight can't be blocked by black and/or red creatures.
|
|
|
Sacred Prey
( 1)
Creature — Horse
(1/1)
Whenever Sacred Prey becomes blocked, you gain 1 life.
|
|
|
Sacred Wolf
( 3)
Creature — Wolf
(3/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
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.)
|
|
|
Saddled Rimestag
( 2)
Snow Creature — Elk
(2/2)
Saddled Rimestag gets +2/+2 as long as you had another creature enter the battlefield under your control this turn.
|
|
|
Sadistic Augermage
( 3)
Creature — Human Wizard
(3/1)
When Sadistic Augermage dies, each player puts a card from their hand on top of their library.
|
|
|
Sadistic Hypnotist
( 5)
Creature — Human Minion
(2/2)
Sacrifice a creature: Target player discards two cards. Activate only as a sorcery.
|
|
|
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
|
|
|
Safana, Calimport Cutthroat
( 3)
Legendary Creature — Human Rogue
(3/2)
Menace At the beginning of your end step, if you have the initiative, create a Treasure token. Create three of those tokens instead if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)
|
|
|
Safehold Duo
( 4)
Creature — Elf Warrior Shaman
(2/4)
Whenever you cast a green spell, Safehold Duo gets +1/+1 until end of turn. Whenever you cast a white spell, Safehold Duo gains vigilance until end of turn.
|
|
|
Safehold Elite
( 2)
Creature — Elf Scout
(2/2)
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.)
|
|
|
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.
|
|
|
Sage Aven
( 4)
Creature — Bird Wizard
(1/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) When Sage Aven enters, look at the top four cards of your library, then put them back in any order.
|
|
|
Sage of Ancient Lore
( 5)
Creature — Human Shaman Werewolf
(*/*)
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand. When Sage of Ancient Lore enters, draw a card. At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.
|
|
|
Sage of Days
( 3)
Creature — Human Wizard
(3/2)
When Sage of Days enters, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
|
|
|
Sage of Epityr
( 1)
Creature — Human Wizard
(1/1)
When Sage of Epityr enters, look at the top four cards of your library, then put them back in any order.
|
|
|
Sage of Fables
( 3)
Creature — Merfolk Wizard
(2/2)
Each other Wizard creature you control enters with an additional +1/+1 counter on it. , Remove a +1/+1 counter from a creature you control: Draw a card.
|
|
|
Sage of Hours
( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it. Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.
|
|
|
Sage of Lat-Nam
( 2)
Creature — Human Artificer
(1/2)
, Sacrifice an artifact: Draw a card.
|
|
|
Sage of Mysteries
( 1)
Creature — Human Wizard
(0/2)
Constellation — Whenever an enchantment you control enters, target player mills two cards.
|
|
|
Sage of the Beyond
( 7)
Creature — Spirit Giant
(5/5)
Flying Spells you cast from anywhere other than your hand cost less to cast. 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.)
|
|
|
Sage of the Falls
( 5)
Creature — Merfolk Wizard
(2/5)
Whenever Sage of the Falls or another non-Human creature you control enters, you may draw a card. If you do, discard a card.
|
|
|
Sage of the Inward Eye
( 5)
Creature — Djinn Wizard
(3/4)
Flying Whenever you cast a noncreature spell, creatures you control gain lifelink until end of turn.
|
|
|
Sage of the Maze
( 3)
Creature — Elf Wizard
(1/3)
: Add two mana in any combination of colors. : Until end of turn, target land you control becomes an X/X Citizen creature with haste in addition to its other types, where X is twice the number of Gates you control. Activate only as a sorcery. Tap an untapped Gate you control: Untap Sage of the Maze.
|
|
|
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.
|
|
|
Sage Owl
( 2)
Creature — Bird
(1/1)
Flying When Sage Owl enters, look at the top four cards of your library, then put them back in any order.
|
|
|
Sage-Eye Avengers
( 6)
Creature — Djinn Monk
(4/5)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever Sage-Eye Avengers attacks, you may return target creature to its owner's hand if its power is less than Sage-Eye Avengers's power.
|
|
|
Sage-Eye Harrier
( 5)
Creature — Bird Warrior
(1/5)
Flying Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
|
|
|
Sages of the Anima
( 5)
Creature — Elf Wizard
(3/4)
If you would draw a card, instead reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.
|
|
|
Sage's Row Denizen
( 3)
Creature — Vedalken Wizard
(2/3)
Whenever another blue creature you control enters, target player mills two cards.
|
|
|
Sage's Row Savant
( 2)
Creature — Vedalken Wizard
(2/1)
When Sage's Row Savant enters, scry 2.
|
|
|
Sagu Archer
( 5)
Creature — Snake Archer
(2/5)
Reach (This creature can block creatures with flying.) Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
|
|
|
Saheeli's Silverwing
( 4)
Artifact Creature — Drake
(2/3)
Flying When Saheeli's Silverwing enters, look at the top card of target opponent's library.
|
|
|
Sai, Master Thopterist
( 3)
Legendary Creature — Human Artificer
(1/4)
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying. , Sacrifice two artifacts: Draw a card.
|
|
|
Saiba Cryptomancer
( 2)
Creature — Moonfolk Ninja
(0/1)
Flash Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Hexproof
|
|
|
Saiba Syphoner
( 4)
Creature — — Human Ninja
(2/2)
Flash This spell costs less to cast if there are no instant or sorcery cards in your hand. When Saiba Syphoner enters the battlefield, return target instant or sorcery card from your graveyard to your hand. If Saiba Syphoner would die, shuffle it into your library instead.
|
|
|
Saiba Trespassers
( 5)
Artifact Creature — Moonfolk Rogue
(3/5)
Channel — , Discard Saiba Trespassers: Tap up to two target creatures you don't control. Those creatures don't untap during their controller's next untap step.
|
|
|
Sailmonger
( 4)
Creature — Human Monger
(3/3)
: Target creature gains flying until end of turn. Any player may activate this ability.
|
|
|
Sailor of Means
( 3)
Creature — Human Pirate
(1/4)
When Sailor of Means enters, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
|
|
|
Sailors' Bane
( 9)
Creature — Dragon Turtle
(7/7)
This spell costs less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure. Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
|
|
|
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.
|
|
|
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.)
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
Sakura-Tribe Scout
( 1)
Creature — Snake Shaman Scout
(1/1)
: You may put a land card from your hand onto the battlefield.
|
|
|
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.
|
|
|
Salivating Gremlins
( 3)
Creature — Gremlin
(2/3)
Whenever an artifact you control enters, Salivating Gremlins gets +2/+0 and gains trample until end of turn.
|
|
|
Sally Sparrow
( 4)
Legendary Creature — Human Detective
(2/3)
You may cast creature spells as though they had flash. Whenever one or more other creatures you control leave the battlefield, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
|
|
|
Salt Road Quartermasters
( 3)
Creature — Human Soldier
(1/1)
Salt Road Quartermasters enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Salt Road Quartermasters: Put a +1/+1 counter on target creature.
|
|
|
Saltfield Recluse
( 3)
Creature — Human Rebel Cleric
(1/2)
: Target creature gets -2/-0 until end of turn.
|
|
|
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.
|
|
|
Saltwater Stalwart
( 4)
Creature — Merfolk Warrior
(2/4)
Whenever Saltwater Stalwart deals damage to an opponent, target player draws a card.
|
|
|
Salvage Drone
( 1)
Creature — Eldrazi Drone
(1/1)
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) When Salvage Drone dies, you may draw a card. If you do, discard a card.
|
|
|
Salvage Scout
( 1)
Creature — Human Scout
(1/1)
, Sacrifice Salvage Scout: Return target artifact card from your graveyard to your hand.
|
|
|
Salvage Scuttler
( 5)
Creature — Crab
(4/4)
Whenever Salvage Scuttler attacks, return an artifact you control to its owner's hand.
|
|
|
Salvage Slasher
( 2)
Artifact Creature — Human Rogue
(1/1)
Salvage Slasher gets +1/+0 for each artifact card in your graveyard.
|
|
|
Salvage Titan
( 6)
Artifact Creature — Golem
(6/4)
You may sacrifice three artifacts rather than pay this spell's mana cost. Exile three artifact cards from your graveyard: Return Salvage Titan from your graveyard to your hand.
|
|
|
Salvaged Manaworker
( 2)
Artifact Creature — Construct
(1/3)
: Add one mana of any color. Activate only once each turn.
|
|
|