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Rites of Reaping
( 6)
Sorcery
Target creature gets +3/+3 until end of turn. Another target creature gets -3/-3 until end of turn.
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Rites of Refusal
( 2)
Instant
Discard any number of cards. Counter target spell unless its controller pays for each card discarded this way.
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Rites of Spring
( 2)
Sorcery
Discard any number of cards. Search your library for up to that many basic land cards, reveal them, put them into your hand, then shuffle.
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Rith, Liberated Primeval
( 5)
Legendary Creature — Dragon
(5/5)
Flying, ward Other Dragons you control have ward . At the beginning of your end step, if a creature or planeswalker an opponent controlled was dealt excess damage this turn, create a 4/4 red Dragon creature token with flying.
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Rith, the Awakener
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Rith, the Awakener deals combat damage to a player, you may pay . If you do, choose a color, then create a 1/1 green Saproling creature token for each permanent of that color.
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Rith's Charm
( 3)
Instant
Choose one — • Destroy target nonbasic land. • Create three 1/1 green Saproling creature tokens. • Prevent all damage a source of your choice would deal this turn.
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Ritual Guardian
( 3)
Creature — Human Soldier
(3/2)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Ritual Guardian gains lifelink until end of turn.
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Ritual of Hope
( 2)
Instant
Creatures you control get +1/+1 until end of turn. Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead.
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Ritual of Soot
( 4)
Sorcery
Destroy all creatures with mana value 3 or less.
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Ritual of Steel
( 3)
Enchantment — Aura
Enchant creature When Ritual of Steel enters the battlefield, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +0/+2.
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Ritual of Subdual
( 6)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) If a land is tapped for mana, it produces colorless mana instead of any other type.
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Ritual of the Machine
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Gain control of target nonartifact, nonblack creature.
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Ritual of the Returned
( 4)
Instant
Exile target creature card from your graveyard. Create a black Zombie creature token. Its power is equal to that card's power and its toughness is equal to that card's toughness.
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Riveteers Initiate
( 2)
Creature — Viashino Citizen
(2/2)
: Riveteers Initiate gains deathtouch until end of turn.
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Riveteers Requisitioner
( 2)
Creature — Viashino Rogue
(3/1)
When Riveteers Requisitioner dies, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") 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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RMS Titanic
( 4)
Legendary Artifact — Vehicle
(7/1)
Flying, trample When RMS Titanic deals combat damage to a player, sacrifice it and create that many Treasure tokens. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Rocky Tar Pit
( 0)
Land
Rocky Tar Pit enters the battlefield tapped. , Sacrifice Rocky Tar Pit: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
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Rona, Sheoldred's Faithful
( 4)
Legendary Creature — Human Wizard
(3/4)
Whenever you cast an instant or sorcery spell, each opponent loses 1 life. You may cast Rona, Sheoldred's Faithful from your graveyard by discarding two cards in addition to paying its other costs.
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Rona, Tolarian Obliterator
( 0)
Legendary Creature — Phyrexian Wizard
(5/5)
Trample Whenever a source deals damage to Rona, Tolarian Obliterator, that source's controller exiles a card from their hand at random. If it's a land card, you may put it onto the battlefield under your control. Otherwise, you may cast it without paying its mana cost.
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Rowan Kenrith
( 6)
Legendary Planeswalker — Rowan
(4)
+2: During target player's next turn, each creature that player controls attacks if able. −2: Rowan Kenrith deals 3 damage to each tapped creature target player controls. −8: Target player gets an emblem with "Whenever you activate an ability that isn't a mana ability, copy it. You may choose new targets for the copy." Partner with Will Kenrith Rowan Kenrith can be your commander.
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Hit // Run (Run)
( 5)
Instant
Attacking creatures you control get +1/+0 until end of turn for each other attacking creature.
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Rune of Mortality
( 2)
Enchantment — Aura Rune
Enchant permanent When Rune of Mortality enters the battlefield, draw a card. As long as enchanted permanent is a creature, it has deathtouch. As long as enchanted permanent is an Equipment, it has "Equipped creature has deathtouch."
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Rune of Protection: White
( 2)
Enchantment
: The next time a white 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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Runed Servitor
( 2)
Artifact Creature — Construct
(2/2)
When Runed Servitor dies, each player draws a card.
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Runed Stalactite
( 1)
Artifact — Equipment
Equipped creature gets +1/+1 and is every creature type. 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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Runic Repetition
( 3)
Sorcery
Return target exiled card with flashback you own to your hand.
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Rural Recruit
( 4)
Creature — Human Peasant
(1/1)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) When Rural Recruit enters the battlefield, create a 3/1 green Boar creature token.
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Rush of Vitality
( 2)
Instant
Target creature gets +1/+0 and gains lifelink and indestructible until end of turn. (Damage dealt by that creature also causes its controller to gain that much life, and it can't be destroyed by damage or effects that say "destroy.")
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Sacred Rites
( 1)
Instant
Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.
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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.)
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Sage of Epityr
( 1)
Creature — Human Wizard
(1/1)
When Sage of Epityr enters the battlefield, look at the top four cards of your library, then put them back in any order.
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Sagittars' Volley
( 3)
Instant
Destroy target creature with flying. Sagittars' Volley deals 1 damage to each creature with flying your opponents control.
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Saltskitter
( 4)
Creature — Wurm
(3/4)
Whenever another creature enters the battlefield, exile Saltskitter. Return Saltskitter to the battlefield under its owner's control at the beginning of the next end step.
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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.
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Samite Archer
( 3)
Creature — Human Cleric Archer
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn. : Samite Archer deals 1 damage to any target.
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Samite Blessing
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has ": The next time a source of your choice would deal damage to target creature this turn, prevent that damage."
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Samite Censer-Bearer
( 1)
Creature — Human Rebel Cleric
(1/1)
, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn.
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Samite Elder
( 3)
Creature — Human Cleric
(1/2)
: Creatures you control gain protection from the colors of target permanent you control until end of turn.
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Samite Healer
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Samite Herbalist
( 2)
Creature — Human Cleric
(2/1)
Whenever Samite Herbalist becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Samite Ministration
( 2)
Instant
Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way this turn, you gain that much life.
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Samite Pilgrim
( 2)
Creature — Human Cleric
(1/1)
Domain — : Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.
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Samite Sanctuary
( 3)
Enchantment
: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may activate this ability.
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Sanctum of Fruitful Harvest
( 3)
Legendary Enchantment — Shrine
At the beginning of your precombat main phase, add X mana of any one color, where X is the number of Shrines you control.
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Sanctum Spirit
( 4)
Creature — Spirit
(3/2)
Lifelink Discard a historic card: Sanctum Spirit gains indestructible until end of turn. (Artifacts, legendaries, and Sagas are historic.)
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Sangrite Backlash
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/-3.
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Sangrite Surge
( 6)
Sorcery
Target creature gets +3/+3 and gains double strike until end of turn.
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Sanitarium Skeleton
( 1)
Creature — Skeleton
(1/2)
: Return Sanitarium Skeleton from your graveyard to your hand.
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Sanitation Automaton
( 2)
Artifact Creature — Construct
(2/1)
When Sanitation Automaton enters the battlefield, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Sanity Gnawers
( 3)
Creature — Rat
(1/1)
When Sanity Gnawers enters the battlefield, target player discards a card at random.
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Sanity Grinding
( 3)
Sorcery
Chroma — Reveal the top ten cards of your library. For each blue mana symbol in the mana costs of the revealed cards, target opponent mills a card. Then put the cards you revealed this way on the bottom of your library in any order.
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Sap Vitality
( 2)
Instant
Sap Vitality deals 3 damage to target creature or planeswalker. Choose a creature card in your hand. It perpetually gets +3/+0.
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Sarah Jane Smith
( 2)
Legendary Creature — Human Detective
(2/1)
Whenever you cast a historic spell, investigate. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic. To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Doctor's companion (You can have two commanders if the other is the Doctor.)
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Sarcomite Myr
( 3)
Artifact Creature — Phyrexian Myr
(2/1)
: Sarcomite Myr gains flying until end of turn. , Sacrifice Sarcomite Myr: Draw a card.
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Saruman the White
( 5)
Legendary Creature — Avatar Wizard
(4/4)
Ward Whenever you cast your second spell each turn, amass Orcs 2. (Put two +1/+1 counters 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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Saruman, the White Hand
( 4)
Legendary Creature — Avatar Wizard
(2/5)
Whenever you cast a noncreature spell, amass Orcs X, where X is that spell's mana value. (Put X +1/+1 counters 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.) Goblins and Orcs you control have ward .
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Satyr Hoplite
( 1)
Creature — Satyr Soldier
(1/1)
Heroic — Whenever you cast a spell that targets Satyr Hoplite, put a +1/+1 counter on Satyr Hoplite.
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Satyr Nyx-Smith
( 3)
Creature — Satyr Shaman
(2/1)
Haste Inspired — Whenever Satyr Nyx-Smith becomes untapped, you may pay . If you do, create a 3/1 red Elemental enchantment creature token with haste.
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Saw It Coming
( 3)
Instant
Counter target spell. 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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Scarblade Elite
( 2)
Creature — Elf Assassin
(2/2)
, Exile an Assassin card from your graveyard: Destroy target creature.
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Scarscale Ritual
( 2)
Sorcery
As an additional cost to cast this spell, put a -1/-1 counter on a creature you control. Draw two cards.
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Scion of Calamity
( 5)
Creature — Dinosaur
(5/5)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Whenever Scion of Calamity deals combat damage to a player, destroy target artifact or enchantment that player controls.
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Scion of Vitu-Ghazi
( 5)
Creature — Elemental
(4/4)
When Scion of Vitu-Ghazi enters the battlefield, if you cast it from your hand, create a 1/1 white Bird creature token with flying, then populate. (Create a token that's a copy of a creature token you control.)
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Scorch Spitter
( 1)
Creature — Elemental Lizard
(1/1)
Whenever Scorch Spitter attacks, it deals 1 damage to the player or planeswalker it's attacking.
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Scour All Possibilities
( 2)
Sorcery
Scry 2, then draw a card. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Screams from Within
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets -1/-1. When enchanted creature dies, return Screams from Within from your graveyard to the battlefield.
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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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Search the City
( 5)
Enchantment
When Search the City enters the battlefield, 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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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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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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Seasoned Weaponsmith (playtest)
( 3)
Creature — — Bird Warrior
(5/2)
Tasty (This creature can be attacked directly. If it is attacked, it can't block creatures that didn't attack it.)
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Secrets of the Golden City
( 3)
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead.
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Securitron Squadron
( 2)
Artifact Creature — Robot
(2/2)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.) Vigilance Whenever a creature token enters the battlefield under your control, put a +1/+1 counter on it.
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Security Blockade
( 3)
Enchantment — Aura
Enchant land When Security Blockade enters the battlefield, create a 2/2 white Knight creature token with vigilance. Enchanted land has ": Prevent the next 1 damage that would be dealt to you this turn."
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Security Bypass
( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is attacking alone, it can't be blocked. Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
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Security Detail
( 4)
Enchantment
: Create a 1/1 white Soldier creature token. Activate only if you control no creatures and only once each turn.
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Sedgemoor Witch
( 3)
Creature — Human Warlock
(3/2)
Menace Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.) Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
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See the Unwritten
( 6)
Sorcery
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard. Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.
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Seize the Initiative
( 1)
Instant
Target creature gets +1/+1 and gains first strike until end of turn.
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