|
Scroll of Origins
( 2)
Artifact
, : Draw a card if you have seven or more cards in hand.
|
|
|
Scroll Rack
( 2)
Artifact
, : Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.
|
|
|
Scroll Thief
( 3)
Creature — Merfolk Rogue
(1/3)
Whenever Scroll Thief deals combat damage to a player, draw a card.
|
|
|
Scrounge
( 3)
Sorcery
Target opponent chooses an artifact card in their graveyard. Put that card onto the battlefield under your control.
|
|
|
Scryb Ranger
( 2)
Creature — Faerie Ranger
(1/1)
Flash Flying, protection from blue Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.
|
|
|
Scrying Glass
( 2)
Artifact
, : Choose a number greater than 0 and a color. Target opponent reveals their hand. If that opponent reveals exactly the chosen number of cards of the chosen color, you draw a card.
|
|
|
Sculpting Steel
( 3)
Artifact
You may have Sculpting Steel enter as a copy of any artifact on the battlefield.
|
|
|
Scute Mob
( 1)
Creature — Insect
(1/1)
At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on Scute Mob.
|
|
|
Scuttlemutt
( 3)
Artifact Creature — Scarecrow
(2/2)
: Add one mana of any color. : Target creature becomes the color or colors of your choice until end of turn.
|
|
|
Scuttling Death
( 5)
Creature — Spirit
(4/2)
Sacrifice Scuttling Death: Target creature gets -1/-1 until end of turn. Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
|
|
|
Scuzzback Marauders
( 5)
Creature — Goblin Warrior
(5/2)
Trample 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.)
|
|
|
Scuzzback Scrapper
( 1)
Creature — Goblin Warrior
(1/1)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
|
|
|
Scythe of the Wretched
( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Whenever a creature dealt damage by equipped creature this turn dies, return that card to the battlefield under your control. Attach Scythe of the Wretched to that creature. Equip
|
|
|
Scythe Specter
( 6)
Creature — Specter
(4/4)
Flying Whenever Scythe Specter deals combat damage to a player, each opponent discards a card. Each player who discarded a card with the highest mana value among cards discarded this way loses life equal to that mana value.
|
|
|
Scythe Tiger
( 1)
Creature — Cat
(3/2)
Shroud (This creature can't be the target of spells or abilities.) When Scythe Tiger enters, sacrifice it unless you sacrifice a land.
|
|
|
Sea Drake
( 3)
Creature — Drake
(4/3)
Flying When Sea Drake enters, return two target lands you control to their owner's hand.
|
|
|
Sea Gate Loremaster
( 5)
Creature — Merfolk Wizard Ally
(1/3)
: Draw a card for each Ally you control.
|
|
|
Sea Gate Oracle
( 3)
Creature — Human Wizard
(1/3)
When Sea Gate Oracle enters, 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.
|
|
|
Sea God's Revenge
( 6)
Sorcery
Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
|
|
|
Sea Monster
( 6)
Creature — Serpent
(6/6)
Sea Monster can't attack unless defending player controls an Island.
|
|
|
Sea Serpent
( 6)
Creature — Serpent
(5/5)
Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent.
|
|
|
Sea Snidd
( 5)
Creature — Beast
(3/3)
: Target land becomes the basic land type of your choice until end of turn.
|
|
|
Sea Spirit
( 5)
Creature — Elemental Spirit
(2/3)
: Sea Spirit gets +1/+0 until end of turn.
|
|
|
Sea Sprite
( 2)
Creature — Faerie
(1/1)
Flying, protection from red
|
|
|
Sea Troll
( 3)
Creature — Troll
(2/1)
: Regenerate Sea Troll. Activate only if Sea Troll blocked or was blocked by a blue creature this turn.
|
|
|
Seachrome Coast
( 0)
Land
Seachrome Coast enters tapped unless you control two or fewer other lands. : Add or .
|
|
|
Seafarer's Quay
( 0)
Land
Blue legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
|
|
|
Seafloor Debris
( 0)
Land
Seafloor Debris enters tapped. : Add . , Sacrifice Seafloor Debris: Add one mana of any color.
|
|
|
Seal of Cleansing
( 2)
Enchantment
Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.
|
|
|
Seal of Doom
( 3)
Enchantment
Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated.
|
|
|
Seal of Fire
( 1)
Enchantment
Sacrifice Seal of Fire: It deals 2 damage to any target.
|
|
|
Seal of Primordium
( 2)
Enchantment
Sacrifice Seal of Primordium: Destroy target artifact or enchantment.
|
|
|
Seal of Removal
( 1)
Enchantment
Sacrifice Seal of Removal: Return target creature to its owner's hand.
|
|
|
Seal of Strength
( 1)
Enchantment
Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn.
|
|
|
Sealed Fate
( 2)
Sorcery
Look at the top X cards of target opponent's library. Exile one of those cards and put the rest back on top of that player's library in any order.
|
|
|
Sealock Monster
( 5)
Creature — Octopus
(5/5)
Sealock Monster can't attack unless defending player controls an Island. : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Sealock Monster becomes monstrous, target land becomes an Island in addition to its other types.
|
|
|
Séance
( 4)
Enchantment
At the beginning of each upkeep, you may exile target creature card from your graveyard. If you do, create a token that's a copy of that card, except it's a Spirit in addition to its other types. Exile it at the beginning of the next end step.
|
|
|
Search for Survivors
( 3)
Sorcery
Reorder your graveyard at random. An opponent chooses a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, exile it.
|
|
|
Search for Tomorrow
( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
|
|
|
Search the City
( 5)
Enchantment
When Search the City enters, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with Search the City, sacrifice it. If you do, take an extra turn after this one.
|
|
|
Search Warrant
( 2)
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
|
|
|
Searchlight Geist
( 3)
Creature — Spirit
(2/1)
Flying : Searchlight Geist gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
|
|
|
Searing Blaze
( 2)
Instant
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls. Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
|
|
|
Searing Blood
( 2)
Instant
Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller.
|
|
|
Searing Flesh
( 7)
Sorcery
Searing Flesh deals 7 damage to target opponent or planeswalker.
|
|
|
Searing Meditation
( 3)
Enchantment
Whenever you gain life, you may pay . If you do, Searing Meditation deals 2 damage to any target.
|
|
|
Searing Rays
( 3)
Sorcery
Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.
|
|
|
Searing Spear
( 2)
Instant
Searing Spear deals 3 damage to any target.
|
|
|
Searing Spear Askari
( 3)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) : Searing Spear Askari gains menace until end of turn. (It can't be blocked except by two or more creatures.)
|
|
|
Searing Touch
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Searing Touch deals 1 damage to any target.
|
|
|
Searing Wind
( 9)
Instant
Searing Wind deals 10 damage to any target.
|
|
|
Sea's Claim
( 1)
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) Enchanted land is an Island.
|
|
|
Seascape Aerialist
( 5)
Creature — Merfolk Wizard Ally
(2/3)
Whenever Seascape Aerialist or another Ally you control enters, you may have Ally creatures you control gain flying until end of turn.
|
|
|
Seasinger
( 3)
Creature — Merfolk
(0/1)
When you control no Islands, sacrifice Seasinger. You may choose not to untap Seasinger during your untap step. : Gain control of target creature whose controller controls an Island for as long as you control Seasinger and Seasinger remains tapped.
|
|
|
Season of the Witch
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life. At the beginning of the end step, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.
|
|
|
Seasoned Marshal
( 4)
Creature — Human Soldier
(2/2)
Whenever Seasoned Marshal attacks, you may tap target creature.
|
|
|
Seasoned Tactician
( 3)
Creature — Human Advisor
(1/3)
, Exile the top four cards of your library: The next time a source of your choice would deal damage to you this turn, prevent that damage.
|
|
|
Secluded Glen
( 0)
Land
As Secluded Glen enters, you may reveal a Faerie card from your hand. If you don't, Secluded Glen enters tapped. : Add or .
|
|
|
Secluded Steppe
( 0)
Land
Secluded Steppe enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
|
|
|
Second Chance
( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, sacrifice Second Chance and take an extra turn after this one.
|
|
|
Second Guess
( 2)
Instant
Counter target spell that's the second spell cast this turn.
|
|
|
Second Sight
( 3)
Instant
Choose one — • Look at the top five cards of target opponent's library, then put them back in any order. • Look at the top five cards of your library, then put them back in any order. Entwine (Choose both if you pay the entwine cost.)
|
|
|
Second Sunrise
( 3)
Instant
Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
|
|
|
Second Wind
( 3)
Enchantment — Aura
Enchant creature : Tap enchanted creature. : Untap enchanted creature.
|
|
|
Secretkeeper
( 4)
Creature — Spirit
(2/2)
As long as you have more cards in hand than each opponent, Secretkeeper gets +2/+2 and has flying.
|
|
|
Secrets of the Dead
( 3)
Enchantment
Whenever you cast a spell from your graveyard, draw a card.
|
|
|
Security Blockade
( 3)
Enchantment — Aura
Enchant land When Security Blockade enters, create a 2/2 white Knight creature token with vigilance. Enchanted land has ": Prevent the next 1 damage that would be dealt to you this turn."
|
|
|
Security Detail
( 4)
Enchantment
: Create a 1/1 white Soldier creature token. Activate only if you control no creatures and only once each turn.
|
|
|
Sedge Scorpion
( 1)
Creature — Scorpion
(1/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
|
|
|
Sedge Sliver
( 3)
Creature — Sliver
(2/2)
All Sliver creatures have "This creature gets +1/+1 as long as you control a Swamp." All Slivers have ": Regenerate this permanent." (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
|
|
|
Sedge Troll
( 3)
Creature — Troll
(2/2)
Sedge Troll gets +1/+1 as long as you control a Swamp. : Regenerate Sedge Troll.
|
|
|
Sedraxis Alchemist
( 3)
Creature — Zombie Wizard
(2/2)
When Sedraxis Alchemist enters, if you control a blue permanent, return target nonland permanent to its owner's hand.
|
|
|
Sedraxis Specter
( 3)
Creature — Specter
(3/2)
Flying Whenever Sedraxis Specter deals combat damage to a player, that player discards a card. Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
|
|
|
See Beyond
( 2)
Sorcery
Draw two cards, then shuffle a card from your hand into your library.
|
|
|
Seed Spark
( 4)
Instant
Destroy target artifact or enchantment. If was spent to cast this spell, create two 1/1 green Saproling creature tokens.
|
|
|
Seed the Land
( 4)
Enchantment
Whenever a land enters, its controller creates a 1/1 green Snake creature token.
|
|
|
Seedborn Muse
( 5)
Creature — Spirit
(2/4)
Untap all permanents you control during each other player's untap step.
|
|
|
Seedguide Ash
( 5)
Creature — Treefolk Druid
(4/4)
When Seedguide Ash dies, you may search your library for up to three Forest cards, put them onto the battlefield tapped, then shuffle.
|
|
|
Seedling Charm
( 1)
Instant
Choose one — • Return target Aura attached to a creature to its owner's hand. • Regenerate target green creature. • Target creature gains trample until end of turn.
|
|
|
Seeds of Innocence
( 3)
Sorcery
Destroy all artifacts. They can't be regenerated. The controller of each of those artifacts gains life equal to its mana value.
|
|
|
Seeds of Strength
( 2)
Instant
Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn.
|
|
|
Seedtime
( 2)
Instant
Cast this spell only during your turn. Take an extra turn after this one if an opponent cast a blue spell this turn.
|
|
|
Hide // Seek (Seek)
( 2)
Instant
Search target opponent's library for a card and exile it. You gain life equal to its mana value. Then that player shuffles.
|
|
|
Seek the Horizon
( 4)
Sorcery
Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
|
|
|
Seeker
( 4)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by artifact creatures and/or white creatures.
|
|
|