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Squandered Resources
( 2)
Enchantment
Sacrifice a land: Add one mana of any type the sacrificed land could produce.
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Squee's Embrace
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. When enchanted creature dies, return that card to its owner's hand.
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Squeeze
( 4)
Enchantment
Sorcery spells cost more to cast.
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Squire's Devotion
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has lifelink. When Squire's Devotion enters, create a 1/1 white Vampire creature token with lifelink.
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Squirrel Farm
( 3)
Enchantment
: Reveal a card in your hand, covering the artist credit. Target opponent guesses the artist. If they guess wrong, create a 1/1 green Squirrel creature token.
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Squirrel Nest
( 3)
Enchantment — Aura
Enchant land Enchanted land has ": Create a 1/1 green Squirrel creature token."
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Squirrel Sanctuary
( 1)
Enchantment
When Squirrel Sanctuary enters, create a 1/1 green Squirrel creature token. Whenever a nontoken creature you control dies, you may pay . If you do, return Squirrel Sanctuary to its owner's hand.
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Stab Wound
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-2. At the beginning of the upkeep of enchanted creature's controller, that player loses 2 life.
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Stack of Paperwork (playtest)
( 1)
Enchantment
When CARDNAME enters the battlefield, draw a card. Combat damage uses the stack. (Combat damage assignment can be responded to before damage is dealt.)
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Experimental Lab // Staff Room (Staff Room)
( 3)
Enchantment — Room
Whenever a creature you control deals combat damage to a player, turn that creature face up or put a +1/+1 counter on it. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Staggering Insight
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has lifelink and "Whenever this creature deals combat damage to a player, draw a card."
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Stamina
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has vigilance. Sacrifice Stamina: Regenerate enchanted creature.
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Stand or Fall
( 4)
Enchantment
At the beginning of combat on your turn, for each defending player, separate all creatures that player controls into two piles and that player chooses one. Only creatures in the chosen piles can block this turn.
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Standstill
( 2)
Enchantment
When a player casts a spell, sacrifice Standstill. If you do, each of that player's opponents draws three cards.
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Starfield of Nyx
( 5)
Enchantment
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield. As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
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Starlight Spectacular
( 4)
Enchantment
Parade — At the beginning of combat on your turn, choose creatures you control one at a time until each creature you control has been chosen. Each of those creatures gets +1/+1 until end of turn for each creature chosen before it. (Places everyone The first creature in line gets +0/+0.)
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Starlit Mantle
( 2)
Enchantment — Aura
Flash Enchant creature you control When Starlit Mantle enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+1.
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Stasis
( 2)
Enchantment
Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay .
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Stasis Cell
( 5)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. : Attach Stasis Cell to target creature.
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Stasis Cocoon
( 2)
Enchantment — Aura
Enchant artifact Enchanted artifact can't attack or block, and its activated abilities can't be activated.
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Stasis Field
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has base power and toughness 0/2, has defender, and loses all other abilities.
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Stasis Snare
( 3)
Enchantment
Flash (You may cast this spell any time you could cast an instant.) When Stasis Snare enters, exile target creature an opponent controls until Stasis Snare leaves the battlefield. (That creature returns under its owner's control.)
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Statecraft
( 4)
Enchantment
Prevent all combat damage that would be dealt to and dealt by creatures you control.
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Static Net
( 4)
Enchantment
When Static Net enters, exile target nonland permanent an opponent controls until Static Net leaves the battlefield. When Static Net enters, you gain 2 life and create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Static Prison
( 1)
Enchantment
When Static Prison enters, exile target nonland permanent an opponent controls until Static Prison leaves the battlefield. You get (two energy counters). At the beginning of your first main phase, sacrifice Static Prison unless you pay .
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Stay Hidden, Stay Silent
( 2)
Enchantment — Aura
Enchant creature When Stay Hidden, Stay Silent enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. : Shuffle enchanted creature into its owner's library, then manifest dread. Activate only as a sorcery.
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Staying Power
( 3)
Enchantment
"Until end of turn" and "this turn" effects don't end.
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Steal Artifact
( 4)
Enchantment — Aura
Enchant artifact You control enchanted artifact.
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Steal Enchantment
( 2)
Enchantment — Aura
Enchant enchantment You control enchanted enchantment.
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Steam Vines
( 3)
Enchantment — Aura
Enchant land When enchanted land becomes tapped, destroy it and Steam Vines deals 1 damage to that land's controller. That player attaches Steam Vines to a land of their choice.
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Roaring Furnace // Steaming Sauna (Steaming Sauna)
( 5)
Enchantment — Room
You have no maximum hand size. At the beginning of your end step, draw a card. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Steel of the Godhead
( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
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Steely Resolve
( 2)
Enchantment
As Steely Resolve enters, 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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Stensia Masquerade
( 3)
Enchantment
Attacking creatures you control have first strike. Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it. 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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Stensia Uprising
( 4)
Enchantment
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice Stensia Uprising. When you do, it deals 7 damage to any target.
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Sterling Grove
( 2)
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.) , Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
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Sticky Fingers
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this artifact: Add one mana of any color.") When enchanted creature dies, draw a card.
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Stimulus Package
( 4)
Enchantment
When Stimulus Package enters, create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.") Sacrifice a Treasure: Create a 1/1 green and white Citizen creature token.
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Stinging Lionfish
( 2)
Enchantment Creature — Fish
(2/1)
Whenever you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.
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Stocking the Pantry
( 1)
Enchantment
Whenever you put one or more +1/+1 counters on a creature you control, put a supply counter on Stocking the Pantry. , Remove a supply counter from Stocking the Pantry: Draw a card.
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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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Stonehands
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2. : Enchanted creature gets +1/+0 until end of turn.
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Stoneskin
( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +0/+10.
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Stony Silence
( 2)
Enchantment
Activated abilities of artifacts can't be activated.
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Stop Cold
( 4)
Enchantment — Aura
Flash Enchant artifact or creature When Stop Cold enters, tap enchanted permanent. Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
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Storm Front
( 1)
Enchantment
: Tap target creature with flying.
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Storm God's Oracle
( 3)
Enchantment Creature — Human Shaman
(1/3)
: Storm God's Oracle gets +1/-1 until end of turn. When Storm God's Oracle dies, it deals 3 damage to any target.
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Storm of Saruman
( 6)
Enchantment
Ward Whenever you cast your second spell each turn, copy it, except the copy isn't legendary. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
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Storm the Vault
( 4)
Legendary Enchantment
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") At the beginning of your end step, if you control five or more artifacts, transform Storm the Vault.
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Storm World
( 1)
World Enchantment
At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is 4 minus the number of cards in their hand.
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Stormbind
( 3)
Enchantment
, Discard a card at random: Stormbind deals 2 damage to any target.
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Stormcaller's Boon
( 4)
Enchantment
Sacrifice Stormcaller's Boon: Creatures you control gain flying until end of turn. 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.)
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Stormchaser's Talent
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Stormchaser's Talent enters, create a 1/1 blue and red Otter creature token with prowess. : Level 2 //Level_2// When this Class becomes level 2, return target instant or sorcery card from your graveyard to your hand. : Level 3 //Level_3// Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess.
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Story Circle
( 3)
Enchantment
As Story Circle enters, 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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Strands of Undeath
( 4)
Enchantment — Aura
Enchant creature When Strands of Undeath enters, target player discards two cards. : Regenerate enchanted creature.
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Strange Augmentation
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. Delirium — Enchanted creature gets an additional +2/+2 as long as there are four or more card types among cards in your graveyard.
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Stranglehold
( 4)
Enchantment
Your opponents can't search libraries. If an opponent would begin an extra turn, that player skips that turn instead.
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Strangling Grasp
( 0)
Enchantment — Aura
Enchant creature or planeswalker an opponent controls At the beginning of your upkeep, enchanted permanent's controller sacrifices a nonland permanent, then that player loses 1 life.
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Stratus Walk
( 2)
Enchantment — Aura
Enchant creature When Stratus Walk enters, draw a card. Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) Enchanted creature can block only creatures with flying.
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Street Riot
( 5)
Enchantment
During your turn, creatures you control get +1/+0 and have trample.
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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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Street Urchin
( 2)
Legendary Enchantment — Background
Commander creatures you own have ", Sacrifice another creature or an artifact: This creature deals 1 damage to any target."
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Strength from the Fallen
( 2)
Enchantment
Constellation — Whenever Strength from the Fallen or another enchantment you control enters, target creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard.
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Strength of Isolation
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 and has protection from black. 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 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 the Harvest
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each creature and/or enchantment you control.
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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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Strong Back
( 3)
Enchantment — Aura
Enchant creature Equip abilities you activate that target enchanted creature cost less to activate. Aura spells you cast that target enchanted creature cost less to cast. Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
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Stronghold Arena
( 2)
Enchantment
Kicker and/or (You may pay an additional and/or as you cast this spell.) When Stronghold Arena enters, you gain 3 life for each time it was kicked. Whenever one or more creatures you control deal combat damage to a player, you may reveal the top card of your library and put it into your hand. If you do, you lose life equal to its mana value.
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Struggle for Project Purity
( 4)
Enchantment
As Struggle for Project Purity enters, choose Brotherhood or Enclave. • Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way. • Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
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Stunning Strike
( 3)
Enchantment — Aura
Flash Enchant creature When Stunning Strike enters, tap enchanted creature and remove it from combat. As long as enchanted creature isn't legendary, it doesn't untap during its controller's untap step.
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Stupefying Touch
( 2)
Enchantment — Aura
Enchant creature When Stupefying Touch enters, draw a card. Enchanted creature's activated abilities can't be activated.
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Subversion
( 5)
Enchantment
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
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Sugar Coat
( 3)
Enchantment — Aura
Flash Enchant creature or Food Enchanted permanent is a colorless Food artifact with ", , Sacrifice this artifact: You gain 3 life" and loses all other card types and abilities.
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Suicidal Charge
( 5)
Enchantment
Sacrifice Suicidal Charge: Creatures your opponents control get -1/-1 until end of turn. Those creatures attack this turn if able.
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Suleiman's Legacy
( 2)
Enchantment
When Suleiman's Legacy enters, destroy all Djinns and Efreets. They can't be regenerated. Whenever a Djinn or Efreet enters, destroy it. It can't be regenerated.
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Sulfuric Vapors
( 4)
Enchantment
If a red spell would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
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Sulfuric Vortex
( 3)
Enchantment
At the beginning of each player's upkeep, Sulfuric Vortex deals 2 damage to that player. If a player would gain life, that player gains no life instead.
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Sultai Ascendancy
( 3)
Enchantment
At the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Sultai Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has deathtouch as long as you control a green or blue permanent. (Any amount of damage it deals to a creature is enough to destroy it.)
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Sun Clasp
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3. : Return enchanted creature to its owner's hand.
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Sunbird's Invocation
( 6)
Enchantment
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
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Sunblade Samurai
( 5)
Enchantment Creature — Human Samurai
(4/4)
Vigilance Channel — , Discard Sunblade Samurai: Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. You gain 2 life.
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Sunbond
( 4)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."
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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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Sunken Field
( 2)
Enchantment — Aura
Enchant land Enchanted land has ": Counter target spell unless its controller pays ."
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Sunken Hope
( 5)
Enchantment
At the beginning of each player's upkeep, that player returns a creature they control to its owner's hand.
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Sunspring Expedition
( 1)
Enchantment
Landfall — Whenever a land enters under your control, you may put a quest counter on Sunspring Expedition. Remove three quest counters from Sunspring Expedition and sacrifice it: You gain 8 life.
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Supernatural Rescue
( 4)
Enchantment — Aura
This spell has flash as long as you control a Spirit. When you cast this spell, tap up to two target creatures you don't control. Enchant creature you control Enchanted creature gets +1/+2.
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Suppression Bonds
( 4)
Enchantment — Aura
Enchant nonland permanent Enchanted permanent can't attack or block, and its activated abilities can't be activated.
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Suppression Field
( 2)
Enchantment
Activated abilities cost more to activate unless they're mana abilities.
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Surgical Suite // Hospital Room (Surgical Suite)
( 2)
Enchantment — Room
When you unlock this door, return target creature card with mana value 3 or less from your graveyard to the battlefield. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Surging Might
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs. Put the rest on the bottom of your library.)
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Surprise Party
( 3)
Enchantment
When Surprise Party enters, yell "Surprise" and put onto the battlefield any number of printed Clown Robot tokens that aren't touching each other, that you hid on the battlefield before you cast Surprise Party, and that weren't spotted by an opponent before you cast Surprise Party. Robots you control get +1/+0 and have vigilance.
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Survival of the Fittest
( 2)
Enchantment
, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
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Suspension Field
( 2)
Enchantment
When Suspension Field enters, you may exile target creature with toughness 3 or greater until Suspension Field leaves the battlefield. (That creature returns under its owner's control.)
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Sustenance
( 2)
Enchantment
, Sacrifice a land: Target creature gets +1/+1 until end of turn.
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