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Start Your Engines
  ( 4)
Sorcery
Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
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Staying Power
  ( 3)
Enchantment
"Until end of turn" and "this turn" effects don't end.
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Steadfast Sentry
  ( 3)
Creature — Human Soldier
(3/2)
Vigilance (Attacking doesn't cause this creature to tap.) When Steadfast Sentry dies, put a +1/+1 counter on target creature you control.
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Steady Aim
  ( 2)
Instant
Untap target creature. It gets +1/+4 and gains reach until end of turn.
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Steady Progress
  ( 3)
Instant
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Draw a card.
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Steady-Handed Mook
  ( 3)
Creature — Human Rigger
(1/1)
Deathtouch When Steady-Handed Mook enters the battlefield, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Steam Augury
   ( 4)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
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Steamfloggery
   ( 6)
Instant
Roll a six-sided die. Assemble a number of Contraptions equal to the result. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Steelbane Hydra
   ( 2)
Creature — Turtle Hydra
(0/0)
Steelbane Hydra enters the battlefield with X +1/+1 counters on it.  , Remove a +1/+1 counter from Steelbane Hydra: Destroy target artifact or enchantment.
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Steely Resolve
  ( 2)
Enchantment
As Steely Resolve enters the battlefield, choose a creature type. Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
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Stench of Decay
   ( 3)
Instant
Nonartifact creatures get -1/-1 until end of turn.
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Steppe Lynx
 ( 1)
Creature — Cat
(0/1)
Landfall — Whenever a land enters the battlefield under your control, Steppe Lynx gets +2/+2 until end of turn.
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Steward of Solidarity
  ( 2)
Creature — Human Warrior
(2/2)
, Exert Steward of Solidarity: Create a 1/1 white Warrior creature token with vigilance. (An exerted creature won't untap during your next untap step.)
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Stolen by the Fae
   ( 2)
Sorcery
Return target creature with converted mana cost X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
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Stolen Identity
   ( 6)
Sorcery
Create a token that's a copy of target artifact or creature. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Stolen Strategy
  ( 5)
Enchantment
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
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Stone Quarry
( 0)
Land
Stone Quarry enters the battlefield tapped. : Add or .
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Stoneforge Acolyte
 ( 1)
Creature — Kor Artificer Ally
(1/2)
Cohort — , Tap an untapped Ally you control: Look at the top four cards of your library. You may reveal an Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Stoneforge Mystic
  ( 2)
Creature — Kor Artificer
(1/2)
When Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.  , : You may put an Equipment card from your hand onto the battlefield.
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Stonefury
   ( 5)
Instant
Stonefury deals damage to target creature equal to the number of lands you control.
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Stonehorn Dignitary
  ( 4)
Creature — Rhino Soldier
(1/4)
When Stonehorn Dignitary enters the battlefield, target opponent skips their next combat phase.
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Stony Silence
  ( 2)
Enchantment
Activated abilities of artifacts can't be activated.
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Stony Strength
 ( 1)
Instant
Put a +1/+1 counter on target creature you control. Untap that creature.
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Stonybrook Banneret
  ( 2)
Creature — Merfolk Wizard
(1/1)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Merfolk spells and Wizard spells you cast cost less to cast.
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Stonybrook Schoolmaster
  ( 3)
Creature — Merfolk Wizard
(1/2)
Whenever Stonybrook Schoolmaster becomes tapped, you may create a 1/1 blue Merfolk Wizard creature token.
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Storm Entity
  ( 2)
Creature — Elemental
(1/1)
Haste Storm Entity enters the battlefield with a +1/+1 counter on it for each other spell cast this turn.
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Storm Fleet Pyromancer
  ( 5)
Creature — Human Pirate Wizard
(3/2)
Raid — When Storm Fleet Pyromancer enters the battlefield, if you attacked this turn, Storm Fleet Pyromancer deals 2 damage to any target.
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Storm Fleet Spy
  ( 3)
Creature — Human Pirate
(2/2)
Raid — When Storm Fleet Spy enters the battlefield, if you attacked this turn, draw a card.
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Stormwing Entity
   ( 5)
Creature — Elemental
(3/3)
This spell costs  less to cast if you've cast an instant or sorcery spell this turn. Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Stormwing Entity enters the battlefield, scry 2.
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Story Circle
   ( 3)
Enchantment
As Story Circle enters the battlefield, choose a color. : The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
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Strata Scythe
 ( 3)
Artifact — Equipment
Imprint — When Strata Scythe enters the battlefield, search your library for a land card, exile it, then shuffle your library. Equipped creature gets +1/+1 for each land on the battlefield with the same name as the exiled card. Equip 
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Strategy, Schmategy
  ( 2)
Sorcery
Roll a six-sided die. Strategy, Schmategy has the indicated effect. 1 — Do nothing. 2 — Destroy all artifacts. 3 — Destroy all lands. 4 — Strategy, Schmategy deals 3 damage to each creature and each player. 5 — Each player discards their hand and draws seven cards. 6 — Repeat this process two more times.
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Street Savvy
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and can block creatures with landwalk abilities as though they didn't have those abilities.
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Strength of Lunacy
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has protection from white. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Strength of Solidarity
 ( 1)
Sorcery
Choose target creature you control. Put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Strength of Unity
  ( 4)
Enchantment — Aura
Enchant creature Domain — Enchanted creature gets +1/+1 for each basic land type among lands you control.
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Stromgald Spy
  ( 4)
Creature — Human Rogue
(2/4)
Whenever Stromgald Spy attacks and isn't blocked, you may have defending player play with their hand revealed for as long as Stromgald Spy remains on the battlefield. If you do, Stromgald Spy assigns no combat damage this turn.
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Struggle for Sanity
   ( 4)
Sorcery
Target opponent reveals their hand. That player exiles a card from it, then you exile a card from it. Repeat this process until all cards in that hand have been exiled. That player returns the cards they exiled this way to their hand and puts the rest into their graveyard.
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Strutting Turkey
  ( 4)
Host Creature — Bird
(2/2)
When this creature enters the battlefield, exile target creature card with converted mana cost 2 or less from your graveyard. If it has augment, combine it with a host you control. Otherwise, put it onto the battlefield.
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Stuffy Doll
 ( 5)
Artifact Creature — Construct
(0/1)
Indestructible As Stuffy Doll enters the battlefield, choose a player. Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player. : Stuffy Doll deals 1 damage to itself.
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Stumpsquall Hydra
    ( 3)
Creature — Hydra
(1/1)
When Stumpsquall Hydra enters the battlefield, distribute X +1/+1 counters among it and any number of commanders.
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Stupefying Touch
  ( 2)
Enchantment — Aura
Enchant creature When Stupefying Touch enters the battlefield, draw a card. Enchanted creature's activated abilities can't be activated.
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Sturdy Hatchling
  ( 4)
Creature — Elemental
(6/6)
Sturdy Hatchling enters the battlefield with four -1/-1 counters on it. : Sturdy Hatchling gains shroud until end of turn. (It can't be the target of spells or abilities.)
Whenever you cast a green spell, remove a -1/-1 counter from Sturdy Hatchling. Whenever you cast a blue spell, remove a -1/-1 counter from Sturdy Hatchling.
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Stymied Hopes
  ( 2)
Instant
Counter target spell unless its controller pays . 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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Sublime Epiphany
   ( 6)
Instant
Choose one or more — • Counter target spell. • Counter target activated or triggered ability. • Return target nonland permanent to its owner's hand. • Create a token that's a copy of target creature you control. • Target player draws a card.
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Suleiman's Legacy
  ( 2)
Enchantment
When Suleiman's Legacy enters the battlefield, destroy all Djinns and Efreets. They can't be regenerated. Whenever a Djinn or Efreet enters the battlefield, destroy it. It can't be regenerated.
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Sultai Ascendancy
   ( 3)
Enchantment
At the beginning of your upkeep, look at the top two cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.
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Sultai Emissary
  ( 2)
Creature — Zombie Warrior
(1/1)
When Sultai Emissary dies, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Sultai Flayer
  ( 4)
Creature — Naga Shaman
(3/4)
Whenever a creature you control with toughness 4 or greater dies, you gain 4 life.
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Sultai Soothsayer
    ( 5)
Creature — Naga Shaman
(2/5)
When Sultai Soothsayer enters the battlefield, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
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Summary Judgment
  ( 2)
Instant
Summary Judgment deals 3 damage to target tapped creature. Addendum — If you cast this spell during your main phase, it deals 5 damage instead.
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Sun Ce, Young Conquerer
   ( 5)
Legendary Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Sun Ce, Young Conquerer enters the battlefield, you may return target creature to its owner's hand.
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Sunken City
  ( 2)
Enchantment
At the beginning of your upkeep, sacrifice Sunken City unless you pay  . Blue creatures get +1/+1.
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Sunset Pyramid
 ( 2)
Artifact
Sunset Pyramid enters the battlefield with three brick counters on it. , , Remove a brick counter from Sunset Pyramid: Draw a card.
, : Scry 1.
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Suntouched Myr
 ( 3)
Artifact Creature — Myr
(0/0)
Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)
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Super-Duper Death Ray
  ( 3)
Instant
Trample (This spell can deal excess damage to its target's controller.) Super-Duper Death Ray deals 4 damage to target creature.
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Supply Caravan
  ( 5)
Creature — Camel
(3/5)
When Supply Caravan enters the battlefield, if you control a tapped creature, create a 1/1 white Warrior creature token with vigilance.
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Supply Runners
  ( 5)
Creature — Dog
(2/2)
When Supply Runners enters the battlefield, put a +1/+1 counter on each other creature you control.
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Supply-Line Cranes
   ( 5)
Creature — Bird
(2/4)
Flying When Supply-Line Cranes enters the battlefield, put a +1/+1 counter on target creature.
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Surly Badgersaur
  ( 4)
Creature — Badger Dinosaur
(3/3)
Whenever you discard a creature card, put a +1/+1 counter on Surly Badgersaur. Whenever you discard a land card, create a Treasure token. (It's an artifact with " , Sacrifice this artifact: Add one mana of any color.") Whenever you discard a noncreature, nonland card, Surly Badgersaur fights up to one target creature you don't control.
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Surprise Deployment
  ( 4)
Instant
Cast this spell only during combat. You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand. (Return it only if it's on the battlefield.)
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Surveyor's Scope
 ( 2)
Artifact
, Exile Surveyor's Scope: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle your library.
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Suspicious Nanny
  ( 5)
Creature — Human Spy Rigger
(3/4)
Whenever Suspicious Nanny deals combat damage to a player, it reassembles target Contraption that player controls. (Gain control of it and move it onto one of your sprockets.)
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Swans of Bryn Argoll
   ( 4)
Creature — Bird Spirit
(4/3)
Flying If a source would deal damage to Swans of Bryn Argoll, prevent that damage. The source's controller draws cards equal to the damage prevented this way.
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Swarmyard
( 0)
Land
: Add .
: Regenerate target Insect, Rat, Spider, or Squirrel.
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Sway of Illusion
  ( 2)
Instant
Any number of target creatures become the color of your choice until end of turn. Draw a card.
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Sway of the Stars
   ( 10)
Sorcery
Each player shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards. Each player's life total becomes 7.
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Sweep Away
  ( 3)
Instant
Return target creature to its owner's hand. If that creature is attacking, you may put it on top of its owner's library instead.
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Sword of Body and Mind
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from green and from blue. Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards. Equip 
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Sword-Point Diplomacy
  ( 3)
Sorcery
Reveal the top three cards of your library. For each of those cards, put that card into your hand unless any opponent pays 3 life. Then exile the rest.
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Sydri, Galvanic Genius
   ( 3)
Legendary Creature — Human Artificer
(2/2)
: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn.
 : Target artifact creature gains deathtouch and lifelink until end of turn.
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Sygg, River Cutthroat
  ( 2)
Legendary Creature — Merfolk Rogue
(1/3)
At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
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Sygg, River Guide
  ( 2)
Legendary Creature — Merfolk Wizard
(2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)  : Target Merfolk you control gains protection from the color of your choice until end of turn.
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Sylvan Advocate
  ( 2)
Creature — Elf Druid Ally
(2/3)
Vigilance As long as you control six or more lands, Sylvan Advocate and land creatures you control get +2/+2.
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Sylvan Awakening
  ( 3)
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
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Sylvan Basilisk
   ( 5)
Creature — Basilisk
(2/4)
Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature.
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Sylvan Brushstrider
  ( 3)
Creature — Beast
(3/2)
When Sylvan Brushstrider enters the battlefield, you gain 2 life.
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Sylvan Caryatid
  ( 2)
Creature — Plant
(0/3)
Defender, hexproof : Add one mana of any color.
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Sylvan Echoes
 ( 1)
Enchantment
Whenever you clash and win, you may draw a card. (This ability triggers after the clash ends.)
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Sylvan Hierophant
  ( 2)
Creature — Human Cleric
(1/2)
When Sylvan Hierophant dies, exile Sylvan Hierophant, then return another target creature card from your graveyard to your hand.
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Sylvan Library
  ( 2)
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
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Sylvan Messenger
  ( 4)
Creature — Elf
(2/2)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When Sylvan Messenger enters the battlefield, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Sylvan Might
  ( 2)
Instant
Target creature gets +2/+2 and gains trample until end of turn. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sylvan Offering
  ( 1)
Sorcery
Choose an opponent. You and that player each create an X/X green Treefolk creature token. Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
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Sylvan Paradise
 ( 1)
Instant
One or more target creatures become green until end of turn.
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Sylvan Primordial
   ( 7)
Creature — Avatar
(6/8)
Reach When Sylvan Primordial enters the battlefield, for each opponent, destroy target noncreature permanent that player controls. For each permanent destroyed this way, search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle your library.
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Sylvan Ranger
  ( 2)
Creature — Elf Scout
(1/1)
When Sylvan Ranger enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
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Sylvan Reclamation
   ( 5)
Instant
Exile up to two target artifacts and/or enchantments. Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.)
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Sylvan Safekeeper
 ( 1)
Creature — Human Wizard
(1/1)
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Sylvan Scrying
  ( 2)
Sorcery
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
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