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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 (Attacking doesn't cause this creature to tap.) 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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Swarm Intelligence
( 7)
Enchantment
Whenever you cast an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.
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Swashbuckling
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has haste.
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Swift Reconfiguration
( 1)
Enchantment — Aura
Flash Enchant creature or Vehicle Enchanted permanent is a Vehicle artifact with crew 5 and it loses all other card types. (It's not a creature unless it's crewed.)
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Swindler's Scheme
( 3)
Enchantment
Whenever an opponent casts a spell from their hand, you may reveal the top card of your library. If it shares a card type with that spell, counter that spell and that opponent may cast the revealed card without paying its mana cost.
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Swirl the Mists
( 4)
Enchantment
As Swirl the Mists enters, choose a color word. All instances of color words in the text of spells and permanents are changed to the chosen color word.
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Sword Coast Sailor
( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, this creature can't be blocked this turn."
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Sworn to the Legion
( 6)
Enchantment
When Sworn to the Legion enters the battlefield, nontoken creatures you control perpetually gain double team. (When a creature with double team attacks, conjure a duplicate into your hand, then both of them perpetually lose double team.) Whenever you cast a creature spell, it perpetually gains double team.
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Sylvan Anthem
( 2)
Enchantment
Green creatures you control get +1/+1. Whenever a green creature you control enters, scry 1.
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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 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 Scavenging
( 3)
Enchantment
At the beginning of your end step, choose one — • Put a +1/+1 counter on target creature you control. • Create a 3/3 green Raccoon creature token if you control a creature with power 4 or greater.
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Symbiotic Deployment
( 3)
Enchantment
Skip your draw step. , Tap two untapped creatures you control: Draw a card.
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Sythis, Harvest's Hand
( 2)
Legendary Enchantment Creature — Nymph
(1/2)
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
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Tahngarth's Rage
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+0 as long as it's attacking. Otherwise, it gets -2/-1.
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Tainted Remedy
( 3)
Enchantment
If an opponent would gain life, that player loses that much life instead.
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Tainted Well
( 3)
Enchantment — Aura
Enchant land When Tainted Well enters, draw a card. Enchanted land is a Swamp.
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Take Flight
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has flying and "Whenever this creature attacks, draw a card."
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Take Possession
( 7)
Enchantment — Aura
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Enchant permanent You control enchanted permanent.
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Takklemaggot
( 4)
Enchantment — Aura
Enchant creature At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature. When enchanted creature dies, that creature's controller chooses a creature that Takklemaggot could enchant. If the player does, return Takklemaggot to the battlefield under your control attached to that creature. If they don't, return Takklemaggot to the battlefield under your control as a non-Aura enchantment. It loses "enchant creature" and gains "At the beginning of that player's upkeep, Takklemaggot deals 1 damage to that player."
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Tale of Tinúviel
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control gains indestructible for as long as you control Tale of Tinúviel. II — Return target creature card from your graveyard to the battlefield. III — Up to two target creatures you control each gain lifelink until end of turn.
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Tales of Master Seshiro
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Put a +1/+1 counter on target creature or Vehicle you control. It gains vigilance until end of turn. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Tall as a Beanstalk
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3, has reach, and is a Giant in addition to its other types.
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Talons of Falkenrath
( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature has ": This creature gets +2/+0 until end of turn."
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Talons of Wildwood
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) : Return Talons of Wildwood from your graveyard to your hand.
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Tamiyo Meets the Story Circle
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Until your next turn, whenever a creature attacks you or a planeswalker you control, it gets -2/-0 until end of turn. II — Discard any number of cards, then investigate twice for each card discarded this way. III — Shuffle up to three target cards from your graveyard into your library.
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Tamiyo's Compleation
( 4)
Enchantment — Aura
Flash Enchant artifact, creature, or planeswalker When Tamiyo's Compleation enters, tap enchanted permanent. If it's an Equipment, unattach it. Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
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Tangle Kelp
( 1)
Enchantment — Aura
Enchant creature When Tangle Kelp enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step if it attacked during its controller's last turn.
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Tangled Skyline
( 5)
Enchantment
When Tangled Skyline enters, you gain 5 life and incubate 5. (Create an Incubator token with five +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.) Phyrexians you control have reach.
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Task Mage Assembly
( 3)
Enchantment
When there are no creatures on the battlefield, sacrifice Task Mage Assembly. : Task Mage Assembly deals 1 damage to target creature. Any player may activate this ability but only as a sorcery.
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Taste for Mayhem
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0. Hellbent — Enchanted creature gets an additional +2/+0 as long as you have no cards in hand.
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Tattoo Ward
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has protection from enchantments. This effect doesn't remove Tattoo Ward. Sacrifice Tattoo Ward: Destroy target enchantment.
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Tavern Brawler
( 3)
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your upkeep, exile the top card of your library. This creature gets +X/+0 until end of turn, where X is that card's mana value. You may play that card this turn."
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Teachings of the Kirin
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Mill three cards. Create a 1/1 colorless Spirit creature token. II — Put a +1/+1 counter on target creature you control. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Tectonic Reformation
( 2)
Enchantment
Each land card in your hand has cycling . Cycling (, Discard this card: Draw a card.)
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Teferi's Ageless Insight
( 4)
Legendary Enchantment
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
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Teferi's Curse
( 2)
Enchantment — Aura
Enchant artifact or creature Enchanted permanent has phasing. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Teferi's Moat
( 5)
Enchantment
As Teferi's Moat enters, choose a color. Creatures of the chosen color without flying can't attack you.
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Teferi's Realm
( 3)
World Enchantment
At the beginning of each player's upkeep, that player chooses artifact, creature, land, or non-Aura enchantment. All nontoken permanents of that type phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
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Teferi's Talent
( 5)
Enchantment — Aura
Enchant planeswalker Enchanted planeswalker has "−12: You get an emblem with ‘You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant.'" Whenever you draw a card, put a loyalty counter on enchanted planeswalker.
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Teferi's Tutelage
( 3)
Enchantment
When Teferi's Tutelage enters, draw a card, then discard a card. Whenever you draw a card, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)
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Teferi's Veil
( 2)
Enchantment
Whenever a creature you control attacks, it phases out at end of combat. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
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Telepathy
( 1)
Enchantment
Your opponents play with their hands revealed.
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Teleportation Circle
( 4)
Enchantment
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
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Tempered in Solitude
( 2)
Enchantment
Whenever a creature you control attacks alone, exile the top card of your library. You may play that card this turn.
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Tempered Steel
( 3)
Enchantment
Artifact creatures you control get +2/+2.
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Temporal Distortion
( 5)
Enchantment
Whenever a creature or land becomes tapped, put an hourglass counter on it. Each permanent with an hourglass counter on it doesn't untap during its controller's untap step. At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
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Temporal Isolation
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.) Prevent all damage that would be dealt by enchanted creature.
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Temporary Lockdown
( 3)
Enchantment
When Temporary Lockdown enters, exile each nonland permanent with mana value 2 or less until Temporary Lockdown leaves the battlefield.
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Temur Ascendancy
( 3)
Enchantment
Creatures you control have haste. Whenever a creature you control with power 4 or greater enters, you may draw a card.
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Temur Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has trample as long as you control a blue or red permanent.
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Tenuous Truce
( 2)
Enchantment — Aura
Enchant opponent At the beginning of enchanted opponent's end step, you and that player each draw a card. When you attack enchanted opponent or a planeswalker they control or when they attack you or a planeswalker you control, sacrifice Tenuous Truce.
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Territorial Dispute
( 6)
Enchantment
At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land. Players can't play lands.
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Test of Endurance
( 4)
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win the game.
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Testament of Faith
( 1)
Enchantment
: Testament of Faith becomes an X/X Wall creature with defender in addition to its other types until end of turn.
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Tezzeret's Touch
( 3)
Enchantment — Aura
Enchant artifact Enchanted artifact is a creature with base power and toughness 5/5 in addition to its other types. When enchanted artifact is put into a graveyard, return that card to its owner's hand.
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Thassa, Deep-Dwelling
( 4)
Legendary Enchantment Creature — God
(6/5)
Indestructible As long as your devotion to blue is less than five, Thassa isn't a creature. At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control. : Tap another target creature.
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Thassa, God of the Sea
( 3)
Legendary Enchantment Creature — God
(5/5)
Indestructible As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.) At the beginning of your upkeep, scry 1. : Target creature you control can't be blocked this turn.
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Thassa's Devourer
( 5)
Enchantment Creature — Elemental
(2/6)
Constellation — Whenever Thassa's Devourer or another enchantment you control enters, target player mills two cards.
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Thassa's Emissary
( 4)
Enchantment Creature — Crab
(3/3)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Whenever Thassa's Emissary or enchanted creature deals combat damage to a player, draw a card. Enchanted creature gets +3/+3.
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Thassa's Ire
( 1)
Enchantment
: You may tap or untap target creature.
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The Abyss
( 4)
World Enchantment
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
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The Aesir Escape Valhalla
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Exile a permanent card from your graveyard. You gain life equal to its mana value. II — Put a number of +1/+1 counters on target creature you control equal to the mana value of the exiled card. III — Return The Aesir Escape Valhalla and the exiled card to their owner's hand.
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The Akroan War
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target creature for as long as The Akroan War remains on the battlefield. II — Until your next turn, creatures your opponents control attack each combat if able. III — Each tapped creature deals damage to itself equal to its power.
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The Antiquities War
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
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The Apprentice's Folly
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose target nontoken creature you control that doesn't have the same name as a token you control. Create a token that's a copy of it, except it isn't legendary, is a Reflection in addition to its other types, and has haste. III — Sacrifice all Reflections you control.
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The Argent Etchings
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Incubate 2 five times, then transform all Incubator tokens you control. II — Creatures you control get +1/+1 and gain double strike until end of turn. III — Destroy all other permanents except for artifacts, lands, and Phyrexians. Exile The Argent Etchings, then return it to the battlefield (front face up).
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The Bath Song
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Draw two cards, then discard a card. III — Shuffle any number of target cards from your graveyard into your library. Add .
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The Bears of Littjara
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/2 blue Shapeshifter creature token with changeling. II — Any number of target Shapeshifter creatures you control have base power and toughness 4/4. III — Choose up to one target creature or planeswalker. Each creature with power 4 or greater you control deals damage equal to its power to that permanent.
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The Binding of the Titans
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player mills three cards. II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life. III — Return target creature or land card from your graveyard to your hand.
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The Birth of Meletis
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. II — Create a 0/4 colorless Wall artifact creature token with defender. III — You gain 2 life.
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The Bloodsky Massacre
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/3 red Demon Berserker creature token with menace. II — Whenever a Berserker attacks this turn, you draw a card and you lose 1 life. III — Add for each Berserker you control. Until end of turn, you don't lose this mana as steps and phases end.
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The Broken Sky
( 0)
Enchantment
Creature tokens you control get +1/+0 and have lifelink. At the beginning of your end step, create a 1/1 white and black Spirit creature token with flying.
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The Brothers' War
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two tapped Powerstone tokens. II — Choose two target players. Until your next turn, each creature they control attacks the other chosen player each combat if able. III — The Brothers' War deals X damage to any target and X damage to any other target, where X is the number of artifacts you control.
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The Brute
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0. : Regenerate enchanted creature.
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The Caves of Androzani
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Put two stun counters on each of up to two target tapped creatures. II, III — For each non-Saga permanent, choose a counter on it. You may put an additional counter of that kind on that permanent. IV — Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
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