|
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.
|
|
|
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.
|
|
|
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.
|
|
|
Searing Flesh
( 7)
Sorcery
Searing Flesh deals 7 damage to target opponent or planeswalker.
|
|
|
Searing Light
( 1)
Instant
Destroy target attacking or blocking creature with power 2 or less.
|
|
|
Searing Meditation
( 3)
Enchantment
Whenever you gain life, you may pay . If you do, Searing Meditation deals 2 damage to any target.
|
|
|
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.
|
|
|
Searing Spear
( 2)
Instant
Searing Spear deals 3 damage to any target.
|
|
|
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.)
|
|
|
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.
|
|
|
Searing Wind
( 9)
Instant
Searing Wind deals 10 damage to any target.
|
|
|
Sea's Claim
( 1)
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.) Enchanted land is an Island.
|
|
|
Seascape Aerialist
( 5)
Creature — Merfolk Wizard Ally
(2/3)
Whenever Seascape Aerialist or another Ally enters the battlefield under your control, you may have Ally creatures you control gain flying until end of turn.
|
|
|
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.
|
|
|
Season of Growth
( 2)
Enchantment
Whenever a creature enters the battlefield under your control, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) Whenever you cast a spell that targets a creature you control, draw a card.
|
|
|
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.
|
|
|
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.
|
|
|
Seasoned Buttoneer
( 3)
Creature — Vedalken Employee
(2/2)
When Seasoned Buttoneer enters the battlefield, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
|
|
|
Seasoned Consultant
( 2)
Creature — Human Detective
(1/3)
Whenever you attack with three or more creatures, Seasoned Consultant gets +2/+0 until end of turn.
|
|
|
Seasoned Dungeoneer
( 4)
Creature — Human Warrior
(3/4)
When Seasoned Dungeoneer enters the battlefield, you take the initiative. Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
|
|
|
Seasoned Hallowblade
( 2)
Creature — Human Warrior
(3/1)
Discard a card: Tap Seasoned Hallowblade. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
|
|
|
Seasoned Marshal
( 4)
Creature — Human Soldier
(2/2)
Whenever Seasoned Marshal attacks, you may tap target creature.
|
|
|
Seasoned Pyromancer
( 3)
Creature — Human Shaman
(2/2)
When Seasoned Pyromancer enters the battlefield, discard two cards, then draw two cards. For each nonland card discarded this way, create a 1/1 red Elemental creature token. , Exile Seasoned Pyromancer from your graveyard: Create two 1/1 red Elemental creature tokens.
|
|
|
Seasoned Tactician
( 3)
Creature — Human Advisor
(1/3)
, Exile the top four cards of your library: The next time a source of your choice would deal damage to you this turn, prevent that damage.
|
|
|
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.)
|
|
|
Seasons Past
( 6)
Sorcery
Return any number of cards with different mana values from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library.
|
|
|
Seatower Imprisonment
( 4)
Enchantment — — Aura
Enchant creature or planeswalker you don't control When Seatower Imprisonment enters the battlefield, conjure a card named Soldiers of the Watch onto the battlefield. Enchanted permanent can't attack or block, and its activated abilities can't be activated.
|
|
|
Secluded Courtyard
( 0)
Land
As Secluded Courtyard enters the battlefield, choose a creature type. : Add . : Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
|
|
|
Secluded Glen
( 0)
Land
As Secluded Glen enters the battlefield, you may reveal a Faerie card from your hand. If you don't, Secluded Glen enters the battlefield tapped. : Add or .
|
|
|
Secluded Steppe
( 0)
Land
Secluded Steppe enters the battlefield tapped. : Add . Cycling (, Discard this card: Draw a card.)
|
|
|
Second Breakfast
( 3)
Instant
Up to two target creatures each get +2/+1 until end of turn. Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
|
|
|
Second Chance
( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, sacrifice Second Chance and take an extra turn after this one.
|
|
|
Second Guess
( 2)
Instant
Counter target spell that's the second spell cast this turn.
|
|
|
Second Harvest
( 4)
Instant
For each token you control, create a token that's a copy of that permanent.
|
|
|
Second Sight
( 3)
Instant
Choose one — • Look at the top five cards of target opponent's library, then put them back in any order. • Look at the top five cards of your library, then put them back in any order. Entwine (Choose both if you pay the entwine cost.)
|
|
|
Second Sunrise
( 3)
Instant
Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
|
|
|
Second Wind
( 3)
Enchantment — Aura
Enchant creature : Tap enchanted creature. : Untap enchanted creature.
|
|
|
Secret Base
( 0)
Land
: Add . : Add one mana of any color. Spend this mana only to cast a spell that shares a watermark with Secret Base.
|
|
|
Secret Door
( 1)
Artifact Creature — Wall
(0/4)
Defender : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
|
|
|
Secret Plans
( 2)
Enchantment
Face-down creatures you control get +0/+1. Whenever a permanent you control is turned face up, draw a card.
|
|
|
Secret Salvage
( 5)
Sorcery
Exile target nonland card from your graveyard. Search your library for any number of cards with the same name as that card, reveal them, put them into your hand, then shuffle.
|
|
|
Secretkeeper
( 4)
Creature — Spirit
(2/2)
As long as you have more cards in hand than each opponent, Secretkeeper gets +2/+2 and has flying.
|
|
|
Secrets of the Dead
( 3)
Enchantment
Whenever you cast a spell from your graveyard, draw a card.
|
|
|
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.
|
|
|
Secrets of the Key
( 1)
Instant
Investigate. If this spell was cast from a graveyard, investigate twice instead. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Flashback
|
|
|
Secure the Scene
( 5)
Sorcery
Exile target nonland permanent. Its controller creates a 1/1 white Soldier creature token.
|
|
|
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.
|
|
|
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."
|
|
|
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.)
|
|
|
Security Detail
( 4)
Enchantment
: Create a 1/1 white Soldier creature token. Activate only if you control no creatures and only once each turn.
|
|
|
Sedge Scorpion
( 1)
Creature — Scorpion
(1/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
|
|
|
Sedge Sliver
( 3)
Creature — Sliver
(2/2)
All Sliver creatures have "This creature gets +1/+1 as long as you control a Swamp." All Slivers have ": Regenerate this permanent." (The next time it would be destroyed, instead tap it, remove it from combat, and heal all damage on it.)
|
|
|
Sedge Troll
( 3)
Creature — Troll
(2/2)
Sedge Troll gets +1/+1 as long as you control a Swamp. : Regenerate Sedge Troll.
|
|
|
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."
|
|
|
Sedraxis Alchemist
( 3)
Creature — Zombie Wizard
(2/2)
When Sedraxis Alchemist enters the battlefield, if you control a blue permanent, return target nonland permanent to its owner's hand.
|
|
|
Sedraxis Specter
( 3)
Creature — Specter
(3/2)
Flying Whenever Sedraxis Specter deals combat damage to a player, that player discards a card. Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
|
|
|
See Beyond
( 2)
Sorcery
Draw two cards, then shuffle a card from your hand into your library.
|
|
|
See Double
( 4)
Instant
This spell can't be copied. Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead. • Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.) • Create a token that's a copy of target creature.
|
|
|
See Red
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has first strike. At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice See Red.
|
|
|
See the Truth
( 2)
Sorcery
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. If this spell was cast from anywhere other than your hand, put each of those cards into your hand instead.
|
|
|
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.
|
|
|
Seed Guardian
( 4)
Creature — Elemental
(3/4)
Reach When Seed Guardian dies, create an X/X green Elemental creature token, where X is the number of creature cards in your graveyard.
|
|
|
Seed of Hope
( 1)
Instant
Mill two cards. You may put a permanent card from among the milled cards into your hand. You gain 2 life. (To mill two cards, put the top two cards of your library into your graveyard.)
|
|
|
Seed Spark
( 4)
Instant
Destroy target artifact or enchantment. If was spent to cast this spell, create two 1/1 green Saproling creature tokens.
|
|
|
Seed the Land
( 4)
Enchantment
Whenever a land enters the battlefield, its controller creates a 1/1 green Snake creature token.
|
|
|
Seedborn Muse
( 5)
Creature — Spirit
(2/4)
Untap all permanents you control during each other player's untap step.
|
|
|
Seedguide Ash
( 5)
Creature — Treefolk Druid
(4/4)
When Seedguide Ash dies, you may search your library for up to three Forest cards, put them onto the battlefield tapped, then shuffle.
|
|
|
Seedling Charm
( 1)
Instant
Choose one — • Return target Aura attached to a creature to its owner's hand. • Regenerate target green creature. • Target creature gains trample until end of turn.
|
|
|
Seedpod Caretaker
( 3)
Creature — Phyrexian Cleric
(2/2)
When Seedpod Caretaker enters the battlefield, choose one — • Put a +1/+1 counter on target artifact or creature you control. • Transform target Incubator token you control.
|
|
|
Seeds of Innocence
( 3)
Sorcery
Destroy all artifacts. They can't be regenerated. The controller of each of those artifacts gains life equal to its mana value.
|
|
|
Seeds of Renewal
( 7)
Sorcery
Undaunted (This spell costs less to cast for each opponent.) Return up to two target cards from your graveyard to your hand. Exile Seeds of Renewal.
|
|
|
Seeds of Strength
( 2)
Instant
Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn.
|
|
|
Seedtime
( 2)
Instant
Cast this spell only during your turn. Take an extra turn after this one if an opponent cast a blue spell this turn.
|
|
|
Hide // Seek (Seek)
( 2)
Instant
Search target opponent's library for a card and exile it. You gain life equal to its mana value. Then that player shuffles.
|
|
|
Seek Bolas's Counsel (playtest)
( 3)
Sorcery
Choose one at random — • You get an emblem with "At the beginning of your upkeep, pay . If you don't, you lose the game." • Each player discards their hand. • Planeswalk to Pools of Becoming. (Once there, you can roll the planar die only if you're playing Planechase.) • For each opponent, exile cards from the top of their library until you exile a nonland card. You may cast those cards without paying their mana costs. • Destroy all creatures and non-Bolas planeswalkers. • You get an emblem with "You can cast nonland cards from your sideboard."
|
|
|
Seek New Knowledge
( 2)
Instant
Seek two nonland cards, then put a card from your hand on the bottom of your library.
|
|
|
Seek the Horizon
( 4)
Sorcery
Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
|
|
|
Seek the Wilds
( 2)
Sorcery
Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
|
|
|
Seeker
( 4)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by artifact creatures and/or white creatures.
|
|
|
Seeker of Insight
( 2)
Creature — Human Wizard
(1/3)
: Draw a card, then discard a card. Activate only if you've cast a noncreature spell this turn.
|
|
|
Seeker of Slaanesh
( 4)
Creature — Demon
(3/3)
Haste Allure of Slaanesh — Each opponent must attack with at least one creature each combat if able.
|
|
|
Seeker of Sunlight
( 1)
Creature — Merfolk Scout
(1/1)
: Seeker of Sunlight explores. Activate only as a sorcery. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
|
|
|
Seeker of the Way
( 2)
Creature — Human Warrior
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, Seeker of the Way gains lifelink until end of turn.
|
|
|