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Skull Saucer
( 6)
Creature — Zombie Head
(4/1)
Flying When Skull Saucer enters, destroy target creature and put your head on the table. Sacrifice Skull Saucer when your head stops touching the table.
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Skull Skaab
( 2)
Creature — Zombie
(2/2)
Exploit (When this creature enters, you may sacrifice a creature.) Whenever a creature you control exploits a nontoken creature, create a 2/2 black Zombie creature token.
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Skullcage
( 4)
Artifact
At the beginning of each opponent's upkeep, Skullcage deals 2 damage to that player unless they have exactly three or exactly four cards in hand.
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Skullclamp
( 1)
Artifact — Equipment
Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip
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Skullcrack
( 2)
Instant
Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player or planeswalker.
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Skullknocker Ogre
( 4)
Creature — Ogre
(4/3)
Whenever Skullknocker Ogre deals damage to an opponent, that player discards a card at random. If the player does, they draw a card.
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Skullmulcher
( 5)
Creature — Elemental
(3/3)
Devour 1 (As this enters, you may sacrifice any number of creatures. This creature enters with that many +1/+1 counters on it.) When Skullmulcher enters, draw a card for each creature it devoured.
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Skullport Merchant
( 3)
Creature — Dwarf Citizen
(1/4)
When Skullport Merchant enters, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") , Sacrifice another creature or a Treasure: Draw a card.
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Skullslither Worm
( 4)
Creature — Worm
(3/3)
When Skullslither Worm enters, each opponent discards a card. For each opponent who can't, put two +1/+1 counters on Skullslither Worm.
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Skullsnap Nuisance
( 2)
Creature — Insect Skeleton
(1/4)
Flying Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Skullwinder
( 3)
Creature — Snake
(1/3)
Deathtouch When Skullwinder enters, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.
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Sky Diamond
( 2)
Artifact
Sky Diamond enters tapped. : Add .
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Sky Hussar
( 5)
Creature — Human Knight
(4/3)
Flying When Sky Hussar enters, untap all creatures you control. Forecast — Tap two untapped white and/or blue creatures you control, Reveal Sky Hussar from your hand: Draw a card. (Activate only during your upkeep and only once each turn.)
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Sky Tether
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has defender and loses flying.
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Sky Weaver
( 2)
Creature — Metathran Wizard
(2/1)
: Target white or black creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Skyblade's Boon
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying. : Return Skyblade's Boon to its owner's hand. Activate only if Skyblade's Boon is on the battlefield or in your graveyard.
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Sky-Blessed Samurai
( 7)
Enchantment Creature — Human Samurai
(4/4)
This spell costs less to cast for each enchantment you control. Flying
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Skyclave Cleric
( 2)
Creature — Kor Cleric
(1/3)
When Skyclave Cleric enters, you gain 2 life.
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Skyclave Geopede
( 3)
Creature — Insect
(3/1)
Trample Landfall — Whenever a land you control enters, Skyclave Geopede gets +2/+2 until end of turn.
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Skyclave Invader
( 0)
Creature — Phyrexian Merfolk Scout
(2/4)
Flying When this creature transforms into Skyclave Invader, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
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Skyclave Pick-Axe
( 1)
Artifact — Equipment
When Skyclave Pick-Axe enters, attach it to target creature you control. Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip
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Skyclave Plunder
( 5)
Sorcery
Look at the top X cards of your library, where X is three plus the number of creatures in your party. Put three of those cards into your hand and the rest on the bottom of your library in a random order. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Skyclave Shadowcat
( 4)
Creature — Cat Horror
(3/3)
, Sacrifice another creature: Put a +1/+1 counter on Skyclave Shadowcat. Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
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Skyclaw Thrash
( 5)
Artifact Creature — Lizard Warrior
(4/4)
Whenever Skyclaw Thrash attacks, flip a coin. If you win the flip, Skyclaw Thrash gets +1/+1 and gains flying until end of turn.
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Skyfisher Spider
( 4)
Creature — Spider
(3/3)
Reach When Skyfisher Spider enters, you may sacrifice another creature. When you do, destroy target nonland permanent. When Skyfisher Spider dies, you may gain 1 life for each creature card in your graveyard. If you do, exile Skyfisher Spider from your graveyard.
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Skyknight Vanguard
( 2)
Creature — Human Knight
(1/2)
Flying Whenever Skyknight Vanguard attacks, create a 1/1 white Soldier creature token that's tapped and attacking.
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Skyline Despot
( 7)
Creature — Dragon
(5/5)
Flying When Skyline Despot enters, you become the monarch. At the beginning of your upkeep, if you're the monarch, create a 5/5 red Dragon creature token with flying.
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Skyline Predator
( 6)
Creature — Drake
(3/4)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Skyline Savior
( 3)
Creature — — Angel
(3/4)
Flying When Skyline Savior enters the battlefield, return a permanent you control to its owner's hand. If it's a non-Angel creature card, it perpetually gets +1/+1, gains flying, and becomes an Angel in addition to its other types.
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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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Skymark Roc
( 4)
Creature — Bird
(3/3)
Flying Whenever Skymark Roc attacks, you may return target creature defending player controls with toughness 2 or less to its owner's hand.
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Skyreaping
( 2)
Sorcery
Skyreaping deals damage to each creature with flying equal to your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
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Skyrider Elf
( 2)
Creature — Elf Warrior Ally
(0/0)
Flying Converge — Skyrider Elf enters with a +1/+1 counter on it for each color of mana spent to cast it.
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Skyrider Patrol
( 4)
Creature — Elf Scout
(2/3)
Flying At the beginning of combat on your turn, you may pay . When you do, put a +1/+1 counter on another target creature you control, and that creature gains flying until end of turn.
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Skyscribing
( 2)
Sorcery
Each player draws X cards. Forecast — , Reveal Skyscribing from your hand: Each player draws a card. (Activate only during your upkeep and only once each turn.)
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Skyshaper
( 2)
Artifact
Sacrifice Skyshaper: Creatures you control gain flying until end of turn.
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Skyship Plunderer
( 2)
Creature — Human Pirate
(2/1)
Flying Whenever Skyship Plunderer deals combat damage to a player, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind.
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Skyshooter
( 2)
Creature — Centaur Archer
(1/2)
Reach (This creature can block creatures with flying.) , Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying.
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Skyshroud Blessing
( 2)
Instant
All lands gain shroud until end of turn. (They can't be the targets of spells or abilities.) Draw a card.
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Skyshroud Condor
( 2)
Creature — Bird
(2/2)
Cast this spell only if you've cast another spell this turn. Flying
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Skyshroud Elite
( 1)
Creature — Elf
(1/1)
Skyshroud Elite gets +1/+2 as long as an opponent controls a nonbasic land.
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Skyshroud Lookout
( 2)
Creature — — Elf Archer
(1/1)
Reach When Skyshroud Lookout enters the battlefield, seek an Elf card.
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Skyshroud Vampire
( 5)
Creature — Vampire
(3/3)
Flying Discard a creature card: Skyshroud Vampire gets +2/+2 until end of turn.
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Skysnare Spider
( 6)
Creature — Spider
(6/6)
Vigilance (Attacking doesn't cause this creature to tap.) Reach (This creature can block creatures with flying.)
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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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Skyward Eye Prophets
( 6)
Creature — Human Wizard
(3/3)
Vigilance : Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand.
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Skyway Sniper
( 1)
Creature — Elf Archer
(1/2)
Reach (This creature can block creatures with flying.) : Skyway Sniper deals 1 damage to target creature with flying.
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Skywhaler's Shot
( 3)
Instant
Destroy target creature with power 3 or greater. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Skywise Teachings
( 4)
Enchantment
Whenever you cast a noncreature spell, you may pay . If you do, create a 2/2 blue Djinn Monk creature token with flying.
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Slab Hammer
( 2)
Artifact — Equipment
Whenever equipped creature attacks, you may return a land you control to its owner's hand. If you do, the creature gets +2/+2 until end of turn. Equip
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Slag Strider
( 7)
Creature — Elemental
(3/3)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) , Sacrifice an artifact: Slag Strider deals 1 damage to any target.
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Slagstone Refinery
( 4)
Artifact
Whenever Slagstone Refinery or another nontoken artifact you control is put into a graveyard from the battlefield or is put into exile from the battlefield, 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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Slaughter
( 4)
Instant
Buyback—Pay 4 life. (You may pay 4 life in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Destroy target nonblack creature. It can't be regenerated.
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Slaughter Singer
( 2)
Creature — Phyrexian Cleric
(2/2)
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.) Whenever another creature you control with toxic attacks, it gets +1/+1 until end of turn.
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Slaughter the Strong
( 3)
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
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Slaughter-Priest of Mogis
( 2)
Creature — Minotaur Shaman
(2/2)
Whenever you sacrifice a permanent, Slaughter-Priest of Mogis gets +2/+0 until end of turn. , Sacrifice another creature or an enchantment: Slaughter-Priest of Mogis gains first strike until end of turn.
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Slave of Bolas
( 5)
Sorcery
Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
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Slavering Nulls
( 2)
Creature — Goblin Zombie
(2/1)
Whenever Slavering Nulls deals combat damage to a player, if you control a Swamp, you may have that player discard a card.
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Slay
( 3)
Instant
Destroy target green creature. It can't be regenerated. Draw a card.
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Slayer of the Wicked
( 4)
Creature — Human Soldier
(3/2)
When Slayer of the Wicked enters, you may destroy target Vampire, Werewolf, or Zombie.
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Slayer's Cleaver
( 3)
Artifact — Equipment
Equipped creature gets +3/+1 and must be blocked by an Eldrazi if able. Equip
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Slaying Fire
( 3)
Instant
Slaying Fire deals 3 damage to any target. Adamant — If at least three red mana was spent to cast this spell, it deals 4 damage instead.
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Slaying Mantis
( 7)
Creature — Insect Wrestler
(6/6)
Just a second (As long as this spell is on the stack, players can't move permanents.) Slaying Mantis enters by being thrown from a distance of at least three feet. When Slaying Mantis enters, it fights each creature an opponent controls that it touched as it entered.
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Sleek Schooner
( 3)
Artifact — Vehicle
(4/3)
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Sleep
( 4)
Sorcery
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
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Sleep with the Fishes
( 4)
Enchantment — Aura
Enchant creature When Sleep with the Fishes enters, tap enchanted creature and you create a 1/1 blue Fish creature token with "This creature can't be blocked." Enchanted creature doesn't untap during its controller's untap step.
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Sleeper's Robe
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Whenever enchanted creature deals combat damage to an opponent, you may draw a card.
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Sleight of Hand
( 1)
Sorcery
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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Sleight of Mind
( 1)
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another. <I>(For example, you may change "target black spell" to "target blue spell." This effect lasts indefinitely.)</I>
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Slice and Dice
( 6)
Sorcery
Slice and Dice deals 4 damage to each creature. Cycling (, Discard this card: Draw a card.) When you cycle Slice and Dice, you may have it deal 1 damage to each creature.
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Slice in Twain
( 4)
Instant
Destroy target artifact or enchantment. Draw a card.
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Slick Sequence
( 2)
Instant
Slick Sequence deals 2 damage to any target. If you've cast another spell this turn, draw a card.
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Slime Molding
( 1)
Sorcery
Create an X/X green Ooze creature token.
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Slimefoot, the Stowaway
( 3)
Legendary Creature — Fungus
(2/3)
Whenever a Saproling you control dies, Slimefoot, the Stowaway deals 1 damage to each opponent and you gain 1 life. : Create a 1/1 green Saproling creature token.
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Slimefoot's Survey
( 5)
Sorcery
Domain — Search your library for up to two land cards that each have a basic land type, put them onto the battlefield tapped, then shuffle. Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put up to one of them on top of your library and the rest on the bottom of your library in a random order.
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Slimy Dualleech
( 4)
Creature — Leech
(2/4)
At the beginning of combat on your turn, target creature you control with power 2 or less gets +1/+0 and gains deathtouch until end of turn.
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Slingbow Trap
( 4)
Instant — Trap
If a black creature with flying is attacking, you may pay rather than pay this spell's mana cost. Destroy target attacking creature with flying.
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Sling-Gang Lieutenant
( 4)
Creature — Goblin
(1/1)
When Sling-Gang Lieutenant enters, create two 1/1 red Goblin creature tokens. Sacrifice a Goblin: Target player loses 1 life and you gain 1 life.
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Slinking Giant
( 4)
Creature — Giant Rogue
(4/4)
Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever Slinking Giant blocks or becomes blocked, it gets -3/-0 until end of turn.
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Slinking Serpent
( 4)
Creature — Serpent
(2/3)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Slip Out the Back
( 1)
Instant
Put a +1/+1 counter on target creature. It phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
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Slippery Bogle
( 1)
Creature — Beast
(1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Slippery Scoundrel
( 3)
Creature — Human Pirate
(2/2)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, Slippery Scoundrel has hexproof and can't be blocked.
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Slith Ascendant
( 3)
Creature — Slith
(1/1)
Flying Whenever Slith Ascendant deals combat damage to a player, put a +1/+1 counter on it.
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Slith Bloodletter
( 2)
Creature — Slith
(1/1)
Whenever Slith Bloodletter deals combat damage to a player, put a +1/+1 counter on it. : Regenerate Slith Bloodletter.
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Slith Firewalker
( 2)
Creature — Slith
(1/1)
Haste Whenever Slith Firewalker deals combat damage to a player, put a +1/+1 counter on it.
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Slith Predator
( 2)
Creature — Slith
(1/1)
Trample Whenever Slith Predator deals combat damage to a player, put a +1/+1 counter on it.
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Slith Strider
( 3)
Creature — Slith
(1/1)
Whenever Slith Strider becomes blocked, draw a card. Whenever Slith Strider deals combat damage to a player, put a +1/+1 counter on it.
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