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Stalwart Shield-Bearers
  ( 2)
Creature — Human Soldier
(0/3)
Defender Other creatures you control with defender get +0/+2.
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Stamina
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has vigilance. Sacrifice Stamina: Regenerate enchanted creature.
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Stamp of Approval
 ( 3)
Artifact
As Stamp of Approval enters the battlefield, choose a watermark. Creatures you control with the chosen watermark get +1/+1.
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Stampede
   ( 3)
Instant
Attacking creatures get +1/+0 and gain trample until end of turn.
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Stampeding Elk Herd
   ( 5)
Creature — Elk
(5/5)
Formidable — Whenever Stampeding Elk Herd attacks, if creatures you control have total power 8 or greater, creatures you control gain trample until end of turn.
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Stampeding Horncrest
  ( 5)
Creature — Dinosaur
(4/4)
Stampeding Horncrest has haste as long as you control another Dinosaur.
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Stampeding Rhino
  ( 5)
Creature — Rhino
(4/4)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Stampeding Serow
   ( 4)
Creature — Antelope Beast
(5/4)
Trample At the beginning of your upkeep, return a green creature you control to its owner's hand.
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Stampeding Wildebeests
   ( 4)
Creature — Antelope Beast
(5/4)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of your upkeep, return a green creature you control to its owner's hand.
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Stand Firm
 ( 1)
Instant
Target creature gets +1/+1 until end of turn. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
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Stand or Fall
  ( 4)
Enchantment
At the beginning of combat on your turn, separate all creatures defending player controls into two piles. Only creatures in the pile of that player's choice can block this turn.
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Stand Together
   ( 5)
Instant
Put two +1/+1 counters on target creature and two +1/+1 counters on another target creature.
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Standard Bearer
  ( 2)
Creature — Human Flagbearer
(1/1)
While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer on the battlefield if able.
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Standardize
  ( 2)
Instant
Choose a creature type other than Wall. Each creature becomes that type until end of turn.
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Standing Army
   ( 4)
Creature — Human Soldier
(2/4)
As long as you're standing, Standing Army has vigilance.
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Standstill
  ( 2)
Enchantment
When a player casts a spell, sacrifice Standstill. If you do, each of that player's opponents draws three cards.
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Stangg
   ( 6)
Legendary Creature — Human Warrior
(3/4)
When Stangg enters the battlefield, create a legendary 3/4 red and green Human Warrior creature token named Stangg Twin. Exile that token when Stangg leaves the battlefield. Sacrifice Stangg when that token leaves the battlefield.
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Star Compass
 ( 2)
Artifact
Star Compass enters the battlefield tapped. : Add one mana of any color that a basic land you control could produce.
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Star of Extinction
   ( 7)
Sorcery
Destroy target land. Star of Extinction deals 20 damage to each creature and each planeswalker.
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Star-Crowned Stag
  ( 4)
Creature — Elk
(3/3)
Whenever Star-Crowned Stag attacks, tap target creature defending player controls.
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Starfall
  ( 5)
Instant
Starfall deals 3 damage to target creature. If that creature is an enchantment, Starfall deals 3 damage to that creature's controller.
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Starfield of Nyx
  ( 5)
Enchantment
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield. As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its converted mana cost.
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Starke
( 0)
Vanguard
(+0/-2)
At the beginning of your draw step, you may draw an additional card. If you do, put a card from your hand on the bottom of your library.
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Starke of Rath
   ( 3)
Legendary Creature — Human Rogue
(2/2)
: Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath. (This effect lasts indefinitely.)
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Starlight
  ( 2)
Sorcery
You gain 3 life for each black creature target opponent controls.
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Starstorm
   ( 2)
Instant
Starstorm deals X damage to each creature. Cycling ( , Discard this card: Draw a card.)
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Start Your Engines
  ( 4)
Sorcery
Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
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Startled Awake
   ( 4)
Sorcery
Target opponent puts the top thirteen cards of their library into their graveyard.   : Put Startled Awake from your graveyard onto the battlefield transformed. Activate this ability only any time you could cast a sorcery.
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Starved Rusalka
 ( 1)
Creature — Spirit
(1/1)
, Sacrifice a creature: You gain 1 life.
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Stasis
  ( 2)
Enchantment
Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay .
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Stasis Cell
  ( 5)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step.  : Attach Stasis Cell to target creature.
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Stasis Cocoon
  ( 2)
Enchantment — Aura
Enchant artifact Enchanted artifact can't attack or block, and its activated abilities can't be activated.
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Stasis Snare
   ( 3)
Enchantment
Flash (You may cast this spell any time you could cast an instant.) When Stasis Snare enters the battlefield, exile target creature an opponent controls until Stasis Snare leaves the battlefield. (That creature returns under its owner's control.)
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Statecraft
  ( 4)
Enchantment
Prevent all combat damage that would be dealt to and dealt by creatures you control.
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Static Orb
 ( 3)
Artifact
As long as Static Orb is untapped, players can't untap more than two permanents during their untap steps.
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Statute of Denial
   ( 4)
Instant
Counter target spell. If you control a blue creature, draw a card, then discard a card.
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Staunch Defenders
   ( 5)
Creature — Human Soldier
(3/4)
When Staunch Defenders enters the battlefield, you gain 4 life.
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Staunch-Hearted Warrior
  ( 4)
Creature — Human Warrior
(2/2)
Heroic — Whenever you cast a spell that targets Staunch-Hearted Warrior, put two +1/+1 counters on Staunch-Hearted Warrior.
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Stave Off
 ( 1)
Instant
Target creature gains protection from the color of your choice until end of turn.
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Staying Power
  ( 3)
Enchantment
"Until end of turn" and "this turn" effects don't end.
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Steadfast Armasaur
  ( 4)
Creature — Dinosaur
(2/3)
Vigilance  , : Steadfast Armasaur deals damage equal to its toughness to target creature blocking or blocked by it.
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Steadfast Cathar
  ( 2)
Creature — Human Soldier
(2/1)
Whenever Steadfast Cathar attacks, it gets +0/+2 until end of turn.
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Steadfast Guard
  ( 2)
Creature — Human Rebel
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Steadfastness
  ( 2)
Sorcery
Creatures you control get +0/+3 until end of turn.
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Steady Progress
  ( 3)
Instant
Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) Draw a card.
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Steady-Handed Mook
  ( 3)
Creature — Human Rigger
(1/1)
Deathtouch When Steady-Handed Mook enters the battlefield, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Steal Artifact
   ( 4)
Enchantment — Aura
Enchant artifact You control enchanted artifact.
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Steal Enchantment
  ( 2)
Enchantment — Aura
Enchant enchantment You control enchanted enchantment.
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Steal Strength
  ( 2)
Instant
Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.
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Stealer of Secrets
  ( 3)
Creature — Human Rogue
(2/2)
Whenever Stealer of Secrets deals combat damage to a player, draw a card.
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Steam Augury
   ( 4)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
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Steam Blast
  ( 3)
Sorcery
Steam Blast deals 2 damage to each creature and each player.
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Steam Catapult
   ( 5)
Creature — Human Soldier
(2/3)
: Destroy target tapped creature. Activate this ability only during your turn, before attackers are declared.
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Steam Frigate
  ( 3)
Creature — Human Pirate
(3/3)
Steam Frigate can't attack unless defending player controls an Island.
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Steam Spitter
  ( 5)
Creature — Spider
(1/5)
Reach (This creature can block creatures with flying.) : Steam Spitter gets +1/+0 until end of turn.
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Steam Vents
( 0)
Land — Island Mountain
( : Add or .) As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
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Steam Vines
   ( 3)
Enchantment — Aura
Enchant land When enchanted land becomes tapped, destroy it and Steam Vines deals 1 damage to that land's controller. That player attaches Steam Vines to a land of their choice.
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Steamclaw
 ( 2)
Artifact
, : Exile target card from a graveyard.
, Sacrifice Steamclaw: Exile target card from a graveyard.
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Steamcore Weird
  ( 4)
Creature — Weird
(1/3)
When Steamcore Weird enters the battlefield, if was spent to cast Steamcore Weird, it deals 2 damage to any target.
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Steamflogger Boss
  ( 4)
Creature — Goblin Rigger
(3/3)
Other Riggers you control get +1/+0 and have haste. If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
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Steamflogger of the Month
   ( 5)
Creature — Goblin Rigger
(3/3)
When Steamflogger of the Month enters the battlefield, it assembles a Contraption for each Contraption you control. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Steamflogger Service Rep
  ( 3)
Creature — Goblin Rigger
(1/1)
Whenever another Goblin enters the battlefield under your control, you may pay . If you do, Steamflogger Service Rep assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Steamflogger Temp
  ( 2)
Creature — Goblin Rigger
(2/1)
, : Steamflogger Temp assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Steamfloggery
   ( 6)
Instant
Roll a six-sided die. Assemble a number of Contraptions equal to the result. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Steam-Powered
( 0)
Artifact Creature — Construct
(+0/+4)
:
Augment ( , Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
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Steel Golem
 ( 3)
Artifact Creature — Golem
(3/4)
You can't cast creature spells.
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Steel Hellkite
 ( 6)
Artifact Creature — Dragon
(5/5)
Flying : Steel Hellkite gets +1/+0 until end of turn.
: Destroy each nonland permanent with converted mana cost X whose controller was dealt combat damage by Steel Hellkite this turn. Activate this ability only once each turn.
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Steel Leaf Champion
   ( 3)
Creature — Elf Knight
(5/4)
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
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Steel Leaf Paladin
   ( 6)
Creature — Elf Knight
(4/4)
First strike When Steel Leaf Paladin enters the battlefield, return a green or white creature you control to its owner's hand.
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Steel of the Godhead
  ( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
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Steel Overseer
 ( 2)
Artifact Creature — Construct
(1/1)
: Put a +1/+1 counter on each artifact creature you control.
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Steel Sabotage
 ( 1)
Instant
Choose one — • Counter target artifact spell. • Return target artifact to its owner's hand.
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Steel Squirrel
 ( 2)
Artifact Creature — Squirrel
(1/1)
Whenever you roll a 5 or higher on a die, Steel Squirrel gets +X/+X until end of turn, where X is the result. : Roll a six-sided die.
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Steel Wall
 ( 1)
Artifact Creature — Wall
(0/4)
Defender (This creature can't attack.)
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Steelclad Serpent
  ( 6)
Artifact Creature — Serpent
(4/5)
Steelclad Serpent can't attack unless you control another artifact.
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Steelform Sliver
  ( 3)
Creature — Sliver
(2/2)
Sliver creatures you control get +0/+1.
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Steeling Stance
   ( 3)
Instant
Creatures you control get +1/+1 until end of turn. Forecast — , Reveal Steeling Stance from your hand: Target creature gets +1/+1 until end of turn. (Activate this ability only during your upkeep and only once each turn.)
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Steelshaper's Gift
 ( 1)
Sorcery
Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library.
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Steely Resolve
  ( 2)
Enchantment
As Steely Resolve enters the battlefield, choose a creature type. Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
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Stench of Decay
   ( 3)
Instant
Nonartifact creatures get -1/-1 until end of turn.
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Stench of Evil
   ( 4)
Sorcery
Destroy all Plains. For each land destroyed this way, Stench of Evil deals 1 damage to that land's controller unless they pay .
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Stenchskipper
  ( 4)
Creature — Elemental
(6/5)
Flying At the beginning of the end step, if you control no Goblins, sacrifice Stenchskipper.
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Stensia
( 0)
Plane — Innistrad
Whenever a creature deals damage to one or more players for the first time each turn, put a +1/+1 counter on it. Whenever you roll , each creature you control gains " : This creature deals 1 damage to target player or planeswalker" until end of turn.
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Stensia Banquet
  ( 3)
Sorcery
Stensia Banquet deals damage to target opponent or planeswalker equal to the number of Vampires you control. Draw a card.
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Stensia Innkeeper
  ( 4)
Creature — Vampire
(3/3)
When Stensia Innkeeper enters the battlefield, tap target land an opponent controls. That land doesn't untap during its controller's next untap step.
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Stensia Masquerade
  ( 3)
Enchantment
Attacking creatures you control have first strike. Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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