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Sandstone Warrior
( 4)
Creature — Human Soldier Warrior
(1/3)
First strike (This creature deals combat damage before creatures without first strike.) : Sandstone Warrior gets +1/+0 until end of turn.
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Saprazzan Legate
( 4)
Creature — Merfolk Soldier
(1/3)
If an opponent controls a Mountain and you control an Island, you may cast this spell without paying its mana cost. Flying
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Saskia the Unyielding
( 4)
Legendary Creature — Human Soldier
(3/4)
Vigilance, haste As Saskia the Unyielding enters, choose a player. Whenever a creature you control deals combat damage to a player, it deals that much damage to the chosen player.
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Satyr Hoplite
( 1)
Creature — Satyr Soldier
(1/1)
Heroic — Whenever you cast a spell that targets Satyr Hoplite, put a +1/+1 counter on Satyr Hoplite.
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Savior of Ollenbock
( 3)
Creature — Human Soldier
(1/2)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever Savior of Ollenbock trains, exile up to one other target creature from the battlefield or creature card from a graveyard. When Savior of Ollenbock leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
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Scaleguard Sentinels
( 2)
Creature — Human Soldier
(2/3)
As an additional cost to cast this spell, you may reveal a Dragon card from your hand. Scaleguard Sentinels enters with a +1/+1 counter on it if you revealed a Dragon card or controlled a Dragon as you cast this spell.
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Scion of Oona
( 3)
Creature — Faerie Soldier
(1/1)
Flash Flying Other Faerie creatures you control get +1/+1. Other Faeries you control have shroud. (They can't be the targets of spells or abilities.)
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Search Party Captain
( 4)
Creature — Human Soldier
(2/2)
This spell costs less to cast for each creature you attacked with this turn. When Search Party Captain enters, draw a card.
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Seasoned Marshal
( 4)
Creature — Human Soldier
(2/2)
Whenever Seasoned Marshal attacks, you may tap target creature.
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Seedglaive Mentor
( 3)
Creature — Mouse Soldier
(3/2)
Vigilance, haste Valiant — Whenever Seedglaive Mentor becomes the target of a spell or ability you control for the first time each turn, put a +1/+1 counter on it.
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Sejiri Merfolk
( 2)
Creature — Merfolk Soldier
(2/1)
As long as you control a Plains, Sejiri Merfolk has first strike and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
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Selesnya Sentry
( 3)
Creature — Elephant Soldier
(3/2)
: Regenerate Selesnya Sentry.
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Selfless Squire
( 4)
Creature — Human Soldier
(1/1)
Flash When Selfless Squire enters, prevent all damage that would be dealt to you this turn. Whenever damage that would be dealt to you is prevented, put that many +1/+1 counters on Selfless Squire.
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Sentinel of the Eternal Watch
( 6)
Creature — Giant Soldier
(4/6)
Vigilance (Attacking doesn't cause this creature to tap.) At the beginning of combat on each opponent's turn, tap target creature that player controls.
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Sentinel of the Pearl Trident
( 5)
Creature — Merfolk Soldier
(3/3)
Flash When Sentinel of the Pearl Trident enters, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)
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Sergeant John Benton
( 3)
Legendary Creature — Human Soldier
(2/4)
Trample, haste Share Intelligence — Whenever Sergeant John Benton deals combat damage to a player, you and that player each draw that many cards.
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Serra Redeemer
( 5)
Creature — Angel Soldier
(2/4)
Flying Whenever another creature you control with power 2 or less enters, put two +1/+1 counters on that creature.
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Servant of the Scale
( 1)
Creature — Human Soldier
(0/0)
Servant of the Scale enters with a +1/+1 counter on it. When Servant of the Scale dies, put X +1/+1 counters on target creature you control, where X is the number of +1/+1 counters on Servant of the Scale.
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Shackle Slinger
( 3)
Creature — Human Soldier
(3/2)
Whenever you cast your second spell each turn, choose target creature an opponent controls. If it's tapped, put a stun counter on it. Otherwise, tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Shagrat, Loot Bearer
( 4)
Legendary Creature — Orc Soldier
(4/4)
Whenever Shagrat, Loot Bearer attacks, attach up to one target Equipment to it. Then amass Orcs X, where X is the number of Equipment attached to Shagrat. (Control of the Equipment doesn't change. To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Shield Bearer
( 2)
Creature — Human Soldier
(0/3)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Shield Mate
( 1)
Creature — Human Soldier
(1/1)
Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn.
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Shire Shirriff
( 2)
Creature — Halfling Soldier
(2/2)
Vigilance When Shire Shirriff enters, you may sacrifice a token. When you do, exile target creature an opponent controls until Shire Shirriff leaves the battlefield.
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Shock Troops
( 4)
Creature — Human Soldier
(2/2)
Sacrifice Shock Troops: It deals 2 damage to any target.
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Shoreline Ranger
( 6)
Creature — Bird Soldier Ranger
(3/4)
Flying Islandcycling (, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
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Shu Cavalry
( 3)
Creature — Human Soldier
(2/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Shu Defender
( 3)
Creature — Human Soldier
(2/2)
Whenever Shu Defender blocks, it gets +0/+2 until end of turn.
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Shu Elite Companions
( 5)
Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Shu General
( 4)
Creature — Human Soldier
(2/2)
Vigilance; horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Shu Grain Caravan
( 3)
Creature — Human Soldier
(2/2)
When Shu Grain Caravan enters, you gain 2 life.
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Shu Soldier-Farmers
( 5)
Creature — Human Soldier
(2/4)
When Shu Soldier-Farmers enters, you gain 4 life.
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Sicarian Infiltrator
( 3)
Artifact Creature — Human Soldier
(1/2)
Flash Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) Benediction of the Omnissiah — When Sicarian Infiltrator enters, draw a card.
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Siege Striker
( 3)
Creature — Human Soldier
(1/1)
Double strike (This creature deals both first-strike and regular combat damage.) Whenever Siege Striker attacks, you may tap any number of untapped creatures you control. Siege Striker gets +1/+1 until end of turn for each creature tapped this way.
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Siege Veteran
( 3)
Creature — Human Soldier
(2/2)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Whenever another nontoken Soldier you control dies, create a 1/1 colorless Soldier artifact creature token.
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Sightless Ghoul
( 4)
Creature — Zombie Soldier
(2/2)
Sightless Ghoul can't block. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Sigil Captain
( 4)
Creature — Rhino Soldier
(3/3)
Whenever a creature you control enters, if that creature is 1/1, put two +1/+1 counters on it.
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Silkenfist Fighter
( 2)
Creature — Kor Soldier
(1/3)
Whenever Silkenfist Fighter becomes blocked, untap it.
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Silkenfist Order
( 5)
Creature — Kor Soldier
(3/5)
Whenever Silkenfist Order becomes blocked, untap it.
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Sima Yi, Wei Field Marshal
( 6)
Legendary Creature — Human Soldier
(*/4)
Sima Yi, Wei Field Marshal's power is equal to the number of Swamps you control.
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Siona, Captain of the Pyleas
( 3)
Legendary Creature — Human Soldier
(2/2)
When Siona, Captain of the Pyleas enters, look at the top seven cards of your library. You may reveal an Aura card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token.
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Skymarch Bloodletter
( 3)
Creature — Vampire Soldier
(2/2)
Flying When Skymarch Bloodletter enters, target opponent loses 1 life and you gain 1 life.
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Skymarcher Aspirant
( 1)
Creature — Vampire Soldier
(2/1)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Skymarcher Aspirant has flying as long as you have the city's blessing.
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Skyrider Trainee
( 5)
Creature — Human Soldier
(3/3)
Skyrider Trainee has flying as long as it's enchanted.
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Skyspear Cavalry
( 5)
Creature — Human Soldier
(2/2)
Flying Double strike (This creature deals both first-strike and regular combat damage.)
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Skystrike Officer
( 3)
Creature — Human Soldier
(2/3)
Flying Whenever Skystrike Officer attacks, create a 1/1 colorless Soldier artifact creature token. Tap three untapped Soldiers you control: Draw a card.
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Skywing Aven
( 3)
Creature — Bird Soldier
(2/1)
Flying Discard a card: Return Skywing Aven to its owner's hand.
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Slayer of the Wicked
( 4)
Creature — Human Soldier
(3/2)
When this creature enters, you may destroy target Vampire, Werewolf, or Zombie.
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Snare Tactician
( 3)
Creature — Human Soldier
(2/3)
Whenever you cycle a card, tap target creature an opponent controls.
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Soldevi Sentry
( 1)
Artifact Creature — Soldier
(1/1)
: Choose target opponent. Regenerate Soldevi Sentry. When it regenerates this way, that player may draw a card.
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Soldevi Simulacrum
( 4)
Artifact Creature — Soldier
(2/4)
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) : Soldevi Simulacrum gets +1/+0 until end of turn.
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Soldier of the Grey Host
( 4)
Creature — Spirit Soldier
(2/2)
Flash Flying When Soldier of the Grey Host enters, target creature gets +2/+0 until end of turn.
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Soldier of the Pantheon
( 1)
Creature — Human Soldier
(2/1)
Protection from multicolored Whenever an opponent casts a multicolored spell, you gain 1 life.
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Soldier Replica
( 3)
Artifact Creature — Soldier
(1/3)
, Sacrifice Soldier Replica: It deals 3 damage to target attacking or blocking creature.
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Soldiers of the Watch
( 2)
Creature — — Human Soldier
(2/1)
Double team (When this creature attacks, conjure a duplicate into your hand, then both of them perpetually lose double team.)
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Soltari Champion
( 3)
Creature — Soltari Soldier
(2/2)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Soltari Champion attacks, other creatures you control get +1/+1 until end of turn.
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Soltari Emissary
( 2)
Creature — Soltari Soldier
(2/1)
: Soltari Emissary gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
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Soltari Foot Soldier
( 1)
Creature — Soltari Soldier
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.)
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Soltari Guerrillas
( 4)
Creature — Soltari Soldier
(3/2)
Shadow (This creature can block or be blocked by only creatures with shadow.) : The next time Soltari Guerrillas would deal combat damage to an opponent this turn, it deals that damage to target creature instead.
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Soltari Trooper
( 2)
Creature — Soltari Soldier
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn.
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Sontaran General
( 5)
Creature — Alien Soldier
(5/5)
Trample, haste Battalion — Whenever Sontaran General and at least two other creatures attack, for each opponent, goad up to one target creature that player controls. Those creatures can't block this turn. (Until your next turn, they attack each combat if able and attack a player other than you if able.)
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Soulcatcher
( 2)
Creature — Bird Soldier
(1/1)
Flying Whenever a creature with flying dies, put a +1/+1 counter on Soulcatcher.
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Spark Trooper
( 4)
Creature — Elemental Soldier
(6/1)
Trample, lifelink, haste At the beginning of the end step, sacrifice Spark Trooper.
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Spartan Veteran
( 1)
Creature — Human Soldier
(1/1)
During your turn, Spartan Veteran has first strike. (It deals combat damage before creatures without first strike.) : Spartan Veteran gets +1/+0 until end of turn.
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Spectral Gateguards
( 5)
Creature — Spirit Soldier
(2/5)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Spectral Gateguards is paired with another creature, both creatures have vigilance.
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Spectrum Sentinel
( 1)
Artifact Creature — Soldier
(1/2)
Protection from multicolored (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything multicolored.) Whenever a nonbasic land an opponent controls enters, you gain 1 life.
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Spike Soldier
( 4)
Creature — Spike Soldier
(0/0)
Spike Soldier enters with three +1/+1 counters on it. , Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature. Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn.
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Spire Patrol
( 4)
Creature — Human Soldier
(3/2)
Flying When Spire Patrol enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Squad Captain
( 5)
Creature — Human Soldier
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.) Squad Captain enters with a +1/+1 counter on it for each other creature you control.
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Squire
( 2)
Creature — Human Soldier
(1/2)
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Stalwart Aven
( 3)
Creature — Bird Soldier
(1/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
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Stalwart Pathlighter
( 3)
Creature — Human Soldier
(3/1)
Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control gain indestructible until end of turn.
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Stalwart Shield-Bearers
( 2)
Creature — Human Soldier
(0/3)
Defender Other creatures you control with defender get +0/+2.
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Stalwarts of Osgiliath
( 5)
Creature — Human Soldier
(4/3)
When Stalwarts of Osgiliath enters, the Ring tempts you. Whenever you draw your second card each turn, put a +1/+1 counter on Stalwarts of Osgiliath.
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Standing Army
( 4)
Creature — Human Soldier
(2/4)
As long as you're standing, Standing Army has vigilance.
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Staunch Defenders
( 5)
Creature — Human Soldier
(3/4)
When Staunch Defenders enters, you gain 4 life.
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Steadfast Cathar
( 2)
Creature — Human Soldier
(2/1)
Whenever Steadfast Cathar attacks, it gets +0/+2 until end of turn.
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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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Steam Catapult
( 5)
Creature — Human Soldier
(2/3)
: Destroy target tapped creature. Activate only during your turn, before attackers are declared.
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Steelburr Champion
( 3)
Creature — Mouse Soldier
(1/1)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Vigilance Whenever an opponent casts a noncreature spell, put a +1/+1 counter on this creature.
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Steel-Plume Marshal
( 5)
Creature — Bird Soldier
(3/3)
Flying Whenever Steel-Plume Marshal attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
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Sterling Supplier
( 5)
Creature — Bird Soldier
(3/4)
Flying When Sterling Supplier enters, put a +1/+1 counter on another target creature you control.
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Stern Constable
( 1)
Creature — Human Soldier
(1/1)
, Discard a card: Tap target creature.
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Stern Marshal
( 3)
Creature — Human Soldier
(2/2)
: Target creature gets +2/+2 until end of turn. Activate only during your turn, before attackers are declared.
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