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Rust Tick
( 3)
Artifact Creature — Insect
(1/3)
You may choose not to untap Rust Tick during your untap step. , : Tap target artifact. It doesn't untap during its controller's untap step for as long as Rust Tick remains tapped.
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Rusted Relic
( 4)
Artifact
Metalcraft — Rusted Relic is a 5/5 Golem artifact creature as long as you control three or more artifacts.
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Rusted Sentinel
( 4)
Artifact Creature — Golem
(3/4)
Rusted Sentinel enters tapped.
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Rusted Slasher
( 4)
Artifact Creature — Phyrexian Horror
(4/1)
Sacrifice an artifact: Regenerate Rusted Slasher.
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Rusting Golem
( 4)
Artifact Creature — Golem
(*/*)
Fading 5 <I>(This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I> Rusting Golem's power and toughness are each equal to the number of fade counters on it.
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Rustmouth Ogre
( 6)
Creature — Ogre
(5/4)
Whenever Rustmouth Ogre deals combat damage to a player, you may destroy target artifact that player controls.
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Rustrazor Butcher
( 2)
Creature — Goblin Warrior
(1/2)
First strike Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Rustspore Ram
( 4)
Artifact Creature — Sheep
(1/3)
When Rustspore Ram enters, destroy target Equipment.
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Ruthless Cullblade
( 2)
Creature — Vampire Warrior
(2/1)
Ruthless Cullblade gets +2/+1 as long as an opponent has 10 or less life.
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Ruthless Invasion
( 4)
Sorcery
( can be paid with either or 2 life.) Nonartifact creatures can't block this turn.
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Rysorian Badger
( 3)
Creature — Badger
(2/2)
Whenever Rysorian Badger attacks and isn't blocked, you may exile up to two target creature cards from defending player's graveyard. If you do, you gain 1 life for each card exiled this way and Rysorian Badger assigns no combat damage this turn.
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Ryusei, the Falling Star
( 6)
Legendary Creature — Dragon Spirit
(5/5)
Flying When Ryusei, the Falling Star dies, it deals 5 damage to each creature without flying.
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S.N.O.T.
( 1)
Creature — Ooze
(*{^2}/*{^2})
You may have S.N.O.T. enter stuck to another creature named S.N.O.T. If you do, all those creatures form a single creature. S.N.O.T.'s power and toughness are each equal to the square of the number of cards named S.N.O.T. stuck together to form it. (One is a 1/1, two are a 4/4, three are a 9/9, and four are a 16/16. If you manage to get -1 S.N.O.T.s stuck together, it's a 1/1.)
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Saber Ants
( 4)
Creature — Insect
(2/3)
Whenever Saber Ants is dealt damage, you may create that many 1/1 green Insect creature tokens.
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Saberclaw Golem
( 5)
Artifact Creature — Golem
(4/2)
: Saberclaw Golem gains first strike until end of turn.
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Sabertooth Alley Cat
( 3)
Creature — Cat
(2/1)
Sabertooth Alley Cat attacks each combat if able. : Creatures without defender can't block Sabertooth Alley Cat this turn.
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Sabertooth Cobra
( 3)
Creature — Snake
(2/2)
Whenever Sabertooth Cobra deals damage to a player, that player gets a poison counter. The player gets another poison counter at the beginning of their next upkeep unless they pay before that step. (A player with ten or more poison counters loses the game.)
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Sabertooth Nishoba
( 6)
Creature — Cat Beast Warrior
(5/5)
Trample, protection from blue and from red
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Sacellum Godspeaker
( 3)
Creature — Elf Druid
(2/2)
: Reveal any number of creature cards with power 5 or greater from your hand. Add for each card revealed this way.
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Sachi, Daughter of Seshiro
( 4)
Legendary Creature — Snake Shaman
(1/3)
Other Snake creatures you control get +0/+1. Shamans you control have ": Add ."
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Sacred Boon
( 2)
Instant
Prevent the next 3 damage that would be dealt to target creature this turn. At the beginning of the next end step, put a +0/+1 counter on that creature for each 1 damage prevented this way.
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Sacred Foundry
( 0)
Land — Mountain Plains
(: Add or .) As Sacred Foundry enters, you may pay 2 life. If you don't, it enters tapped.
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Sacred Ground
( 2)
Enchantment
Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield.
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Sacred Guide
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and exile all other cards revealed this way.
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Sacred Knight
( 4)
Creature — Human Knight
(3/2)
Sacred Knight can't be blocked by black and/or red creatures.
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Sacred Mesa
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus. : Create a 1/1 white Pegasus creature token with flying.
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Sacred Prey
( 1)
Creature — Horse
(1/1)
Whenever Sacred Prey becomes blocked, you gain 1 life.
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Sacred Rites
( 1)
Instant
Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.
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Sacred Wolf
( 3)
Creature — Wolf
(3/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Sacrifice
( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Add an amount of equal to the sacrificed creature's mana value.
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Sadistic Augermage
( 3)
Creature — Human Wizard
(3/1)
When Sadistic Augermage dies, each player puts a card from their hand on top of their library.
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Sadistic Glee
( 1)
Enchantment — Aura
Enchant creature Whenever a creature dies, put a +1/+1 counter on enchanted creature.
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Sadistic Hypnotist
( 5)
Creature — Human Minion
(2/2)
Sacrifice a creature: Target player discards two cards. Activate only as a sorcery.
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Sadistic Sacrament
( 3)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Search target player's library for up to three cards, exile them, then that player shuffles. If this spell was kicked, instead search that player's library for up to fifteen cards, exile them, then that player shuffles.
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Safe Haven
( 0)
Land
, : Exile target creature you control. At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card exiled with Safe Haven to the battlefield under its owner's control.
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Safe Passage
( 3)
Instant
Prevent all damage that would be dealt to you and creatures you control this turn.
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Safehold Duo
( 4)
Creature — Elf Warrior Shaman
(2/4)
Whenever you cast a green spell, Safehold Duo gets +1/+1 until end of turn. Whenever you cast a white spell, Safehold Duo gains vigilance until end of turn.
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Safehold Elite
( 2)
Creature — Elf Scout
(2/2)
Persist (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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Safewright Quest
( 1)
Sorcery
Search your library for a Forest or Plains card, reveal it, put it into your hand, then shuffle.
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Saffi Eriksdotter
( 2)
Legendary Creature — Human Scout
(2/2)
Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard this turn, return that card to the battlefield.
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Sage Aven
( 4)
Creature — Bird Wizard
(1/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) When Sage Aven enters, look at the top four cards of your library, then put them back in any order.
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Sage of Epityr
( 1)
Creature — Human Wizard
(1/1)
When Sage of Epityr enters, look at the top four cards of your library, then put them back in any order.
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Sage of Fables
( 3)
Creature — Merfolk Wizard
(2/2)
Each other Wizard creature you control enters with an additional +1/+1 counter on it. , Remove a +1/+1 counter from a creature you control: Draw a card.
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Sage of Hours
( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it. Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.
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Sage of Lat-Nam
( 2)
Creature — Human Artificer
(1/2)
, Sacrifice an artifact: Draw a card.
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Sage Owl
( 2)
Creature — Bird
(1/1)
Flying When Sage Owl enters, look at the top four cards of your library, then put them back in any order.
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Sage's Dousing
( 3)
Kindred Instant — Wizard
Counter target spell unless its controller pays . If you control a Wizard, draw a card.
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Sage's Knowledge
( 3)
Sorcery
Return target sorcery card from your graveyard to your hand.
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Sages of the Anima
( 5)
Creature — Elf Wizard
(3/4)
If you would draw a card, instead reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Sage's Row Denizen
( 3)
Creature — Vedalken Wizard
(2/3)
Whenever another blue creature you control enters, target player mills two cards.
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Sai of the Shinobi
( 1)
Artifact — Equipment
Equipped creature gets +1/+1. Whenever a creature you control enters, you may attach Sai of the Shinobi to it. Equip
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Sailmonger
( 4)
Creature — Human Monger
(3/3)
: Target creature gains flying until end of turn. Any player may activate this ability.
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Sakiko, Mother of Summer
( 6)
Legendary Creature — Snake Shaman
(3/3)
Whenever a creature you control deals combat damage to a player, add that much . Until end of turn, you don't lose this mana as steps and phases end.
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Sakura-Tribe Elder
( 2)
Creature — Snake Shaman
(1/1)
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Sakura-Tribe Scout
( 1)
Creature — Snake Shaman Scout
(1/1)
: You may put a land card from your hand onto the battlefield.
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Sakura-Tribe Springcaller
( 4)
Creature — Snake Shaman
(2/4)
At the beginning of your upkeep, add . Until end of turn, you don't lose this mana as steps and phases end.
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Salt Marsh
( 0)
Land
Salt Marsh enters tapped. : Add or .
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Saltblast
( 5)
Sorcery
Destroy target nonwhite permanent.
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Saltfield Recluse
( 3)
Creature — Human Rebel Cleric
(1/2)
: Target creature gets -2/-0 until end of turn.
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Saltskitter
( 4)
Creature — Wurm
(3/4)
Whenever another creature enters, exile Saltskitter. Return Saltskitter to the battlefield under its owner's control at the beginning of the next end step.
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Salvage
( 1)
Sorcery
Put target card from your graveyard on top of your library.
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Salvage Scout
( 1)
Creature — Human Scout
(1/1)
, Sacrifice Salvage Scout: Return target artifact card from your graveyard to your hand.
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Salvage Slasher
( 2)
Artifact Creature — Human Rogue
(1/1)
Salvage Slasher gets +1/+0 for each artifact card in your graveyard.
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Salvage Titan
( 6)
Artifact Creature — Golem
(6/4)
You may sacrifice three artifacts rather than pay this spell's mana cost. Exile three artifact cards from your graveyard: Return Salvage Titan from your graveyard to your hand.
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Salvaging Station
( 6)
Artifact
: Return target noncreature artifact card with mana value 1 or less from your graveyard to the battlefield. Whenever a creature dies, you may untap Salvaging Station.
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Samite Archer
( 3)
Creature — Human Cleric Archer
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn. : Samite Archer deals 1 damage to any target.
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Samite Blessing
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has ": The next time a source of your choice would deal damage to target creature this turn, prevent that damage."
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Samite Censer-Bearer
( 1)
Creature — Human Rebel Cleric
(1/1)
, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn.
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Samite Elder
( 3)
Creature — Human Cleric
(1/2)
: Creatures you control gain protection from the colors of target permanent you control until end of turn.
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Samite Healer
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Samite Ministration
( 2)
Instant
Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way this turn, you gain that much life.
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Samite Pilgrim
( 2)
Creature — Human Cleric
(1/1)
Domain — : Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.
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Samite Sanctuary
( 3)
Enchantment
: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may activate this ability.
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Samurai Enforcers
( 6)
Creature — Human Samurai
(4/4)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
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Samurai of the Pale Curtain
( 2)
Creature — Fox Samurai
(2/2)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) If a permanent would be put into a graveyard, exile it instead.
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Sanctimony
( 2)
Enchantment
Whenever an opponent taps a Mountain for mana, you may gain 1 life.
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Sanctum Custodian
( 3)
Creature — Human Cleric
(1/2)
: Prevent the next 2 damage that would be dealt to any target this turn.
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Sanctum Gargoyle
( 4)
Artifact Creature — Gargoyle
(2/3)
Flying When Sanctum Gargoyle enters, you may return target artifact card from your graveyard to your hand.
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Sanctum Guardian
( 3)
Creature — Human Cleric
(1/4)
Sacrifice Sanctum Guardian: The next time a source of your choice would deal damage to any target this turn, prevent that damage.
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Sanctum Plowbeast
( 6)
Artifact Creature — Beast
(3/6)
Defender Plainscycling , islandcycling (, Discard this card: Search your library for a Plains or Island card, reveal it, put it into your hand, then shuffle.)
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Sand Golem
( 5)
Artifact Creature — Golem
(3/3)
When a spell or ability an opponent controls causes you to discard Sand Golem, return Sand Golem from your graveyard to the battlefield with a +1/+1 counter on it at the beginning of the next end step.
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Sand Silos
( 0)
Land
Sand Silos enters tapped. You may choose not to untap Sand Silos during your untap step. At the beginning of your upkeep, if Sand Silos is tapped, put a storage counter on it. , Remove any number of storage counters from Sand Silos: Add for each storage counter removed this way.
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Sand Squid
( 4)
Creature — Squid Beast
(2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) You may choose not to untap Sand Squid during your untap step. : Tap target creature. That creature doesn't untap during its controller's untap step for as long as Sand Squid remains tapped.
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Sandals of Abdallah
( 4)
Artifact
, : Target creature gains islandwalk until end of turn. When that creature dies this turn, destroy Sandals of Abdallah. (A creature with islandwalk can't be blocked as long as defending player controls an Island.)
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Sandbar Crocodile
( 5)
Creature — Crocodile
(6/5)
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Sandbar Merfolk
( 1)
Creature — Merfolk
(1/1)
Cycling (, Discard this card: Draw a card.)
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Sandbar Serpent
( 5)
Creature — Serpent
(3/4)
Cycling (, Discard this card: Draw a card.)
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