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Seal Away
( 2)
Enchantment
Flash When Seal Away enters, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
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Seal from Existence
( 3)
Enchantment
Ward (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When Seal from Existence enters, exile target nonland permanent an opponent controls until Seal from Existence leaves the battlefield.
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Seal of Cleansing
( 2)
Enchantment
Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.
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Seal of Doom
( 3)
Enchantment
Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated.
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Seal of Removal
( 1)
Enchantment
Sacrifice Seal of Removal: Return target creature to its owner's hand.
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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.
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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.
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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.
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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.
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Searing Flesh
( 7)
Sorcery
Searing Flesh deals 7 damage to target opponent or planeswalker.
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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.
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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.
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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.
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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.
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Season of Growth
( 2)
Enchantment
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Whenever you cast a spell that targets a creature you control, draw a card.
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Seasoned Hallowblade
( 2)
Creature — Human Warrior
(3/1)
Discard a card: Tap Seasoned Hallowblade. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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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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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.
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Seasoned Warrenguard
( 1)
Creature — Rabbit Warrior
(1/2)
Whenever Seasoned Warrenguard attacks while you control a token, Seasoned Warrenguard gets +2/+0 until end of turn.
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Seatower Imprisonment
( 4)
Enchantment — — Aura
Enchant creature or planeswalker you don't control When Seatower Imprisonment enters the battlefield, conjure a card named Soldiers of the Watch onto the battlefield. Enchanted permanent can't attack or block, and its activated abilities can't be activated.
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Secluded Courtyard
( 0)
Land
As Secluded Courtyard enters, choose a creature type. : Add . : Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
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Secluded Steppe
( 0)
Land
Secluded Steppe enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Second Guess
( 2)
Instant
Counter target spell that's the second spell cast this turn.
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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.)
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Second Wind
( 3)
Enchantment — Aura
Enchant creature : Tap enchanted creature. : Untap enchanted creature.
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Secret Plans
( 2)
Enchantment
Face-down creatures you control get +0/+1. Whenever a permanent you control is turned face up, draw a card.
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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.
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Secrets of the Dead
( 3)
Enchantment
Whenever you cast a spell from your graveyard, draw a card.
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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."
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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.)
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See Red
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has first strike. At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice See Red.
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Seed Guardian
( 4)
Creature — Elemental
(3/4)
Reach When Seed Guardian dies, create an X/X green Elemental creature token, where X is the number of creature cards in your graveyard.
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Seed Spark
( 4)
Instant
Destroy target artifact or enchantment. If was spent to cast this spell, create two 1/1 green Saproling creature tokens.
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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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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.
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Seedpod Caretaker
( 3)
Creature — Phyrexian Cleric
(2/2)
When Seedpod Caretaker enters, choose one — • Put a +1/+1 counter on target artifact or creature you control. • Transform target Incubator token you control.
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Seek New Knowledge
( 2)
Instant
Seek two nonland cards, then put a card from your hand on the bottom of your library.
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Seek the Horizon
( 4)
Sorcery
Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
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Seeker
( 4)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by artifact creatures and/or white creatures.
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Seeker of Slaanesh
( 4)
Creature — Demon
(3/3)
Haste Allure of Slaanesh — Each opponent must attack with at least one creature each combat if able.
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Seeker of the Way
( 2)
Creature — Human Warrior
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, Seeker of the Way gains lifelink until end of turn.
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Seekers' Squire
( 2)
Creature — Human Scout
(1/2)
When Seekers' Squire enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Seer of Stolen Sight
( 3)
Creature — Phyrexian Warlock
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) Whenever one or more artifacts and/or creatures you control are put into a graveyard from the battlefield, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
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Seer's Vision
( 4)
Enchantment
Your opponents play with their hands revealed. Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Activate only as a sorcery.
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Segmented Wurm
( 5)
Creature — Wurm
(5/5)
Whenever Segmented Wurm becomes the target of a spell or ability, put a -1/-1 counter on it.
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Segovian Leviathan
( 5)
Creature — Leviathan
(3/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Seismic Elemental
( 5)
Creature — Elemental
(4/4)
When Seismic Elemental enters, creatures without flying can't block this turn.
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Seismic Rupture
( 3)
Sorcery
Seismic Rupture deals 2 damage to each creature without flying.
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Seismic Wave
( 3)
Instant
Seismic Wave deals 2 damage to any target and 1 damage to each nonartifact creature target opponent controls.
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Seize the Storm
( 5)
Sorcery
Create a red Elemental creature token with trample and "This creature's power and toughness are each equal to the number of instant and sorcery cards in your graveyard plus the number of cards with flashback you own in exile." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile 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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Sejiri Refuge
( 0)
Land
Sejiri Refuge enters tapped. When Sejiri Refuge enters, you gain 1 life. : Add or .
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Sejiri Shelter
( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn.
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Selective Snare
( 1)
Sorcery
Return X target creatures of the creature type of your choice to their owner's hand.
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Selesnya Charm
( 2)
Instant
Choose one — • Target creature gets +2/+2 and gains trample until end of turn. • Exile target creature with power 5 or greater. • Create a 2/2 white Knight creature token with vigilance.
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Selesnya Evangel
( 2)
Creature — Elf Shaman
(1/2)
, , Tap an untapped creature you control: Create a 1/1 green Saproling creature token.
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Selesnya Sagittars
( 5)
Creature — Elf Archer
(2/5)
Reach (This creature can block creatures with flying.) Selesnya Sagittars can block an additional creature each combat.
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Selesnya Sanctuary
( 0)
Land
Selesnya Sanctuary enters tapped. When Selesnya Sanctuary enters, return a land you control to its owner's hand. : Add .
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Self-Assembler
( 5)
Artifact Creature — Assembly-Worker
(4/4)
When Self-Assembler enters, you may search your library for an Assembly-Worker creature card, reveal it, put it into your hand, then shuffle.
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Self-Inflicted Wound
( 2)
Sorcery
Target opponent sacrifices a green or white creature. If that player does, they lose 2 life.
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Selfless Samurai
( 2)
Creature — Fox Samurai
(2/2)
Whenever a Samurai or Warrior you control attacks alone, it gains lifelink until end of turn. Sacrifice Selfless Samurai: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Selfless Savior
( 1)
Creature — Dog
(1/1)
Sacrifice Selfless Savior: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Self-Reflection
( 6)
Sorcery
Create a token that's a copy of target creature you control. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Selkie Hedge-Mage
( 3)
Creature — Merfolk Wizard
(2/2)
When Selkie Hedge-Mage enters, if you control two or more Forests, you may gain 3 life. When Selkie Hedge-Mage enters, if you control two or more Islands, you may return target tapped creature to its owner's hand.
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Selvala's Charge
( 5)
Sorcery
Parley — Each player reveals the top card of their library. For each nonland card revealed this way, you create a 3/3 green Elephant creature token. Then each player draws a card.
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Sengir Autocrat
( 4)
Creature — Human
(2/2)
When Sengir Autocrat enters, create three 0/1 black Serf creature tokens. When Sengir Autocrat leaves the battlefield, exile all Serf tokens.
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Sengir Connoisseur
( 5)
Creature — Vampire
(3/3)
Flying Whenever one or more other creatures die, put a +1/+1 counter on Sengir Connoisseur. This ability triggers only once each turn.
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Sengir Vampire
( 5)
Creature — Vampire
(4/4)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire.
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Sensei's Divining Top
( 1)
Artifact
: Look at the top three cards of your library, then put them back in any order. : Draw a card, then put Sensei's Divining Top on top of its owner's library.
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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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Sentinel Totem
( 1)
Artifact
When Sentinel Totem enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) , Exile Sentinel Totem: Exile all graveyards.
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Sentinel's Mark
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+2 and has vigilance. Addendum — When Sentinel's Mark enters, if you cast it during your main phase, enchanted creature gains lifelink until end of turn.
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Sentry Oak
( 5)
Creature — Treefolk Warrior
(3/5)
Defender At the beginning of combat on your turn, you may clash with an opponent. If you win, Sentry Oak gets +2/+0 and loses defender until end of turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Sentry of the Underworld
( 5)
Creature — Griffin Skeleton
(3/3)
Flying, vigilance , Pay 3 life: Regenerate Sentry of the Underworld.
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Septic Rats
( 3)
Creature — Phyrexian Rat
(2/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever Septic Rats attacks, if defending player is poisoned, it gets +1/+1 until end of turn.
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Seraph of New Phyrexia
( 0)
Creature — Phyrexian Angel
(3/3)
Flying Whenever Seraph of New Phyrexia attacks, you may sacrifice another creature or artifact. If you do, Seraph of New Phyrexia gets +2/+1 until end of turn.
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Seraph of the Masses
( 7)
Creature — Angel
(*/*)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Flying Seraph of the Masses's power and toughness are each equal to the number of creatures you control.
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Seraph of the Suns
( 7)
Creature — Angel
(4/4)
Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Serendib Efreet
( 3)
Creature — Efreet
(3/4)
Flying At the beginning of your upkeep, Serendib Efreet deals 1 damage to you.
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Serene Offering
( 2)
Instant
Destroy target enchantment. You gain life equal to its mana value.
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Serene Remembrance
( 1)
Sorcery
Shuffle Serene Remembrance and up to three target cards from a single graveyard into their owners' libraries.
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Serene Steward
( 2)
Creature — Human Cleric Ally
(2/2)
Whenever you gain life, you may pay . If you do, put a +1/+1 counter on target creature.
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Serene Sunset
( 1)
Instant
Prevent all combat damage X target creatures would deal this turn.
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