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Silhana Ledgewalker
( 2)
Creature — Elf Rogue
(1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) This creature can't be blocked except by creatures with flying.
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Silhana Starfletcher
( 3)
Creature — Elf Druid Archer
(1/3)
Reach (This creature can block creatures with flying.) As this creature enters, choose a color. : Add one mana of the chosen color.
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Silhana Wayfinder
( 2)
Creature — Elf Scout
(2/1)
When this creature enters, look at the top four cards of your library. You may reveal a creature or land card from among them and put it on top of your library. Put the rest on the bottom of your library in a random order.
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Silhouette
( 2)
Instant
Choose target creature. If a spell or ability that targets that creature would cause a source to deal damage to that creature this turn, prevent that damage.
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Silk Net
( 1)
Instant
Target creature gets +1/+1 and gains reach until end of turn. (It can block creatures with flying.)
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Silken Strength
( 2)
Enchantment — Aura
Flash Enchant creature or Vehicle When this Aura enters, untap enchanted permanent. Enchanted permanent gets +1/+2 and has reach.
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Silkenfist Fighter
( 2)
Creature — Kor Soldier
(1/3)
Whenever this creature becomes blocked, untap it.
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Silkenfist Order
( 5)
Creature — Kor Soldier
(3/5)
Whenever this creature becomes blocked, untap it.
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Silkguard
( 1)
Instant
Put a +1/+1 counter on each of up to X target creatures you control. Auras, Equipment, and modified creatures you control gain hexproof until end of turn. (Equipment, Auras you control, and counters are modifications.)
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Silklash Spider
( 5)
Creature — Spider
(2/7)
Reach : This creature deals X damage to each creature with flying.
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Silkweaver Elite
( 3)
Creature — Elf Archer
(2/2)
Reach (This creature can block creatures with flying.) Revolt — When this creature enters, if a permanent left the battlefield under your control this turn, draw a card.
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Silkwing Scout
( 3)
Creature — Faerie Scout
(2/1)
Flying , Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Silkwrap
( 2)
Enchantment
When this enchantment enters, exile target creature with mana value 3 or less an opponent controls until this enchantment leaves the battlefield. (That creature returns under its owner's control.)
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Silt Crawler
( 3)
Creature — Beast
(3/3)
When this creature enters, tap all lands you control.
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Silumgar Assassin
( 2)
Creature — Human Assassin
(2/1)
Creatures with power greater than this creature's power can't block it. Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, destroy target creature with power 3 or less an opponent controls.
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Silumgar Butcher
( 5)
Creature — Zombie Djinn
(3/3)
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, target creature gets -3/-3 until end of turn.
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Silumgar Scavenger
( 5)
Creature — Zombie Bird
(2/3)
Flying Exploit (When this creature enters, you may sacrifice a creature.) Whenever another creature you control dies, put a +1/+1 counter on this creature. It gains haste until end of turn if it exploited that creature.
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Silumgar Sorcerer
( 3)
Creature — Human Wizard
(2/1)
Flash (You may cast this spell any time you could cast an instant.) Flying Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, counter target creature spell.
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Silumgar, the Drifting Death
( 6)
Legendary Creature — Dragon
(3/7)
Flying, hexproof Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.
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Silumgar's Command
( 5)
Instant
Choose two — • Counter target noncreature spell. • Return target permanent to its owner's hand. • Target creature gets -3/-3 until end of turn. • Destroy target planeswalker.
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Silumgar's Scorn
( 2)
Instant
As an additional cost to cast this spell, you may reveal a Dragon card from your hand. Counter target spell unless its controller pays . If you revealed a Dragon card or controlled a Dragon as you cast this spell, counter that spell instead.
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Silundi Vision
( 3)
Instant
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Silvanus's Invoker
( 3)
Creature — Dragon Druid
(3/2)
Conjure Elemental — : Untap target land you control. It becomes an 8/8 Elemental creature with trample and haste until end of turn. It's still a land.
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Silvar, Devourer of the Free
( 5)
Legendary Creature — Cat Nightmare
(4/2)
Partner with Trynn, Champion of Freedom (When this creature enters, target player may put Trynn into their hand from their library, then shuffle.) Menace Sacrifice a Human: Put a +1/+1 counter on Silvar. It gains indestructible until end of turn.
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Silver Bolt
( 1)
Artifact
, , Sacrifice this artifact: It deals 3 damage to target creature. If a Werewolf is dealt damage this way, destroy it.
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Silver Deputy
( 2)
Artifact Creature — Mercenary
(1/2)
When this creature enters, you may search your library for a basic land card or a Desert card, reveal it, then shuffle and put it on top. : Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery.
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Silver Drake
( 3)
Creature — Drake
(3/3)
Flying When this creature enters, return a white or blue creature you control to its owner's hand.
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Silver Knight
( 2)
Creature — Human Knight
(2/2)
First strike, protection from red
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Silver Myr
( 2)
Artifact Creature — Myr
(1/1)
: Add .
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Silver Raven
( 1)
Artifact Creature — Bird
(1/1)
Flying When this creature enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Silver Scrutiny
( 2)
Sorcery
You may cast this spell as though it had flash if X is 3 or less. Draw X cards.
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Silver Seraph
( 8)
Creature — Angel
(6/6)
Flying Threshold — Other creatures you control get +2/+2 as long as seven or more cards are in your graveyard.
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Silver Shroud Costume
( 2)
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.) Equipped creature can't be blocked. Equip
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Silver Wyvern
( 5)
Creature — Drake
(4/3)
Flying : Change the target of target spell or ability that targets only this creature. The new target must be a creature.
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Silverback Elder
( 5)
Creature — Ape Shaman
(5/7)
Whenever you cast a creature spell, choose one — • Destroy target artifact or enchantment. • Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. • You gain 4 life.
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Silverback Shaman
( 5)
Creature — Ape Shaman
(5/4)
Trample When this creature dies, draw a card.
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Silverbeak Griffin
( 2)
Creature — Griffin
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Silverblade Paladin
( 3)
Creature — Human Knight
(2/2)
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 this creature is paired with another creature, both creatures have double strike.
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Silverchase Fox
( 2)
Creature — Fox
(2/2)
, Sacrifice this creature: Exile target enchantment.
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Silverclad Ferocidons
( 7)
Creature — Dinosaur
(8/5)
Enrage — Whenever this creature is dealt damage, each opponent sacrifices a permanent of their choice.
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Silverflame Ritual
( 4)
Sorcery
Put a +1/+1 counter on each creature you control. Adamant — If at least three white mana was spent to cast this spell, creatures you control gain vigilance until end of turn.
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Silverfur Partisan
( 3)
Creature — Wolf Warrior
(2/2)
Trample Whenever a Wolf or Werewolf you control becomes the target of an instant or sorcery spell, create a 2/2 green Wolf creature token.
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Silvergill Adept
( 2)
Creature — Merfolk Wizard
(2/1)
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay . When this creature enters, draw a card.
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Silvergill Douser
( 2)
Creature — Merfolk Wizard
(1/1)
: Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control.
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Silverglade Elemental
( 5)
Creature — Elemental
(4/4)
When this creature enters, you may search your library for a Forest card, put that card onto the battlefield, then shuffle.
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Silver-Inlaid Dagger
( 1)
Artifact — Equipment
Equipped creature gets +2/+0. As long as equipped creature is a Human, it gets an additional +1/+0. Equip
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Silverpelt Werewolf
( 0)
Creature — Werewolf
(4/5)
Whenever this creature deals combat damage to a player, draw a card. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Silverquill Apprentice
( 2)
Creature — Human Warlock
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature gets +1/+0 until end of turn.
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Silverquill Command
( 4)
Sorcery
Choose two — • Target creature gets +3/+3 and gains flying until end of turn. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Target player draws a card and loses 1 life. • Target opponent sacrifices a creature of their choice.
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Silverquill Lecturer
( 5)
Creature — Kor Wizard
(3/3)
Creature spells you cast have demonstrate. (Whenever you cast a creature spell, you may copy it. If you do, choose an opponent to also copy it. Each copy becomes a token.)
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Silverquill Pledgemage
( 3)
Creature — Vampire Cleric
(3/1)
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gains your choice of flying or lifelink until end of turn.
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Silverquill Silencer
( 2)
Creature — Human Cleric
(3/2)
As this creature enters, choose a nonland card name. Whenever an opponent casts a spell with the chosen name, they lose 3 life and you draw a card.
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Silverskin Armor
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and is an artifact in addition to its other types. Equip
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Silversmote Ghoul
( 3)
Creature — Zombie Vampire
(3/1)
At the beginning of your end step, if you gained 3 or more life this turn, return this card from your graveyard to the battlefield tapped. , Sacrifice this creature: Draw a card.
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Silverstorm Samurai
( 6)
Creature — Fox Samurai
(3/3)
Flash Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Silverstrike
( 4)
Instant
Destroy target attacking creature. You gain 3 life.
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Silverwing Squadron
( 6)
Creature — Human Knight
(*/*)
Flying, vigilance Silverwing Squadron's power and toughness are each equal to the number of creatures you control. Whenever this creature attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.
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Sima Yi, Wei Field Marshal
( 6)
Legendary Creature — Human Soldier
(*/4)
Sima Yi's power is equal to the number of Swamps you control.
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Simian Brawler
( 4)
Creature — Ape Warrior
(3/3)
Discard a land card: This creature gets +1/+1 until end of turn.
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Simian Grunts
( 3)
Creature — Ape
(3/4)
Flash Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Simian Sling
( 1)
Artifact Creature — Equipment Monkey
(1/1)
Equipped creature gets +1/+1. Whenever this creature or equipped creature becomes blocked, it deals 1 damage to defending player. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Simic Ascendancy
( 2)
Enchantment
: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment. At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
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Simic Basilisk
( 6)
Creature — Basilisk Mutant
(0/0)
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) : Until end of turn, target creature with a +1/+1 counter on it gains "Whenever this creature deals combat damage to a creature, destroy that creature at end of combat."
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Simic Charm
( 2)
Instant
Choose one — • Target creature gets +3/+3 until end of turn. • Permanents you control gain hexproof until end of turn. • Return target creature to its owner's hand.
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Simic Fluxmage
( 3)
Creature — Merfolk Wizard
(1/2)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) , : Move a +1/+1 counter from this creature onto target creature.
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Simic Growth Chamber
( 0)
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. : Add .
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Simic Initiate
( 1)
Creature — Human Mutant
(0/0)
Graft 1 (This creature enters with a +1/+1 counter on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
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Simic Manipulator
( 3)
Creature — Mutant Wizard
(0/1)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) , Remove one or more +1/+1 counters from this creature: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.
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Simic Sky Swallower
( 7)
Creature — Leviathan
(6/6)
Flying, trample Shroud (This creature can't be the target of spells or abilities.)
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Simoon
( 2)
Instant
Simoon deals 1 damage to each creature target opponent controls.
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Simplify
( 1)
Sorcery
Each player sacrifices an enchantment of their choice.
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Simulacrum
( 2)
Instant
You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.
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Simulacrum Synthesizer
( 3)
Artifact
When this artifact enters, scry 2. Whenever another artifact you control with mana value 3 or greater enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
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Sin Collector
( 3)
Creature — Human Cleric
(2/1)
When this creature enters, target opponent reveals their hand. You choose an instant or sorcery card from it and exile that card.
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Sin Prodder
( 3)
Creature — Devil
(3/2)
Menace At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, this creature deals damage to that player equal to that card's mana value. Otherwise, put that card into your hand.
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Sindbad
( 2)
Creature — Human
(1/1)
: Draw a card and reveal it. If it isn't a land card, discard it.
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