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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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Sabertooth Outrider
  ( 4)
Creature — Human Warrior
(4/2)
Trample Formidable — Whenever Sabertooth Outrider attacks, if creatures you control have total power 8 or greater, Sabertooth Outrider gains first strike until end of turn.
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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 Armory
 ( 2)
Artifact
: Target creature gets +1/+0 until end of turn.
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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 Cat
 ( 1)
Creature — Cat
(1/1)
Lifelink Embalm ( , Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Cat with no mana cost. Embalm only as a sorcery.)
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Sacred Excavation
  ( 4)
Sorcery
Return up to two target cards with cycling from your graveyard to your hand.
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Sacred Foundry
( 0)
Land — Mountain Plains
( : Add or .) As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield 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 converted mana cost.
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Sacrifice Play
  ( 3)
Instant
A person outside the game chooses an attacking or blocking creature target opponent controls. That player sacrifices that creature.
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Saddleback Lagac
  ( 4)
Creature — Lizard
(3/1)
When Saddleback Lagac enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
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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 this ability only any time you could cast 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 their library. If this spell was kicked, instead search that player's library for up to fifteen cards, exile them, then that player shuffles their library.
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Sadistic Skymarcher
  ( 3)
Creature — Vampire Soldier
(2/2)
As an additional cost to cast this spell, reveal a Vampire card from your hand or pay . Flying, lifelink
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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, and put it into your hand. Then shuffle your library.
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Saffi Eriksdotter
  ( 2)
Legendary Creature — Human Scout
(2/2)
Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard from the battlefield 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 the battlefield, look at the top four cards of your library, then put them back in any order.
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Sage of Ancient Lore
  ( 5)
Creature — Human Shaman Werewolf
(*/*)
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand. When Sage of Ancient Lore enters the battlefield, draw a card. At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.
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Sage of Epityr
 ( 1)
Creature — Human Wizard
(1/1)
When Sage of Epityr enters the battlefield, 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 the battlefield 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 of the Inward Eye
    ( 5)
Creature — Djinn Wizard
(3/4)
Flying Whenever you cast a noncreature spell, creatures you control gain lifelink until end of turn.
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Sage Owl
  ( 2)
Creature — Bird
(1/1)
Flying When Sage Owl enters the battlefield, look at the top four cards of your library, then put them back in any order.
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Sage-Eye Avengers
   ( 6)
Creature — Djinn Monk
(4/5)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever Sage-Eye Avengers attacks, you may return target creature to its owner's hand if its power is less than Sage-Eye Avengers's power.
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Sage-Eye Harrier
  ( 5)
Creature — Bird Warrior
(1/5)
Flying Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Sage's Dousing
  ( 3)
Tribal 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 Reverie
  ( 4)
Enchantment — Aura
Enchant creature When Sage's Reverie enters the battlefield, draw a card for each Aura you control that's attached to a creature. Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
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Sage's Row Denizen
  ( 3)
Creature — Vedalken Wizard
(2/3)
Whenever another blue creature enters the battlefield under your control, target player puts the top two cards of their library into their graveyard.
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Sagu Archer
  ( 5)
Creature — Naga Archer
(2/5)
Reach (This creature can block creatures with flying.) Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Saheeli Rai
   ( 3)
Legendary Planeswalker — Saheeli
(3)
+1: Scry 1. Saheeli Rai deals 1 damage to each opponent. −2: Create a token that's a copy of target artifact or creature you control, except it's an artifact in addition to its other types. That token gains haste. Exile it at the beginning of the next end step. −7: Search your library for up to three artifact cards with different names, put them onto the battlefield, then shuffle your library.
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Saheeli, the Gifted
   ( 4)
Legendary Planeswalker — Saheeli
(4)
+1: Create a 1/1 colorless Servo artifact creature token. +1: The next spell you cast this turn costs less to cast for each artifact you control as you cast it. −7: For each artifact you control, create a token that's a copy of it. Those tokens gain haste. Exile those tokens at the beginning of the next end step. Saheeli, the Gifted can be your commander.
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Saheeli's Artistry
   ( 6)
Sorcery
Choose one or both — • Create a token that's a copy of target artifact. • Create a token that's a copy of target creature, except it's an artifact in addition to its other types.
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Saheeli's Directive
    ( 3)
Sorcery
Improvise (Each artifact you tap after you're done activating mana abilities pays for .) Reveal the top X cards of your library. You may put any number of artifact cards with converted mana cost X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
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Sai of the Shinobi
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+1. Whenever a creature enters the battlefield under your control, you may attach Sai of the Shinobi to it. Equip 
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Sai, Master Thopterist
  ( 3)
Legendary Creature — Human Artificer
(1/4)
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.  , Sacrifice two artifacts: Draw a card.
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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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Sailor of Means
  ( 3)
Creature — Human Pirate
(1/4)
When Sailor of Means enters the battlefield, create a colorless Treasure artifact token with " , Sacrifice this artifact: Add one mana of any color."
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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 your library.
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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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Salivating Gremlins
  ( 3)
Creature — Gremlin
(2/3)
Whenever an artifact enters the battlefield under your control, Salivating Gremlins gets +2/+0 and gains trample until end of turn.
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Salt Marsh
( 0)
Land
Salt Marsh enters the battlefield tapped. : Add or .
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Salt Road Quartermasters
  ( 3)
Creature — Human Soldier
(1/1)
Salt Road Quartermasters enters the battlefield with two +1/+1 counters on it.  , Remove a +1/+1 counter from Salt Road Quartermasters: Put a +1/+1 counter on target creature.
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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 the battlefield, exile Saltskitter. Return Saltskitter to the battlefield under its owner's control at the beginning of the next end step.
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Saltwater Stalwart
  ( 4)
Creature — Merfolk Warrior
(2/4)
Whenever Saltwater Stalwart deals damage to an opponent, target player draws a card.
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Salvage
 ( 1)
Sorcery
Put target card from your graveyard on top of your library.
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Salvage Drone
 ( 1)
Creature — Eldrazi Drone
(1/1)
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) When Salvage Drone dies, you may draw a card. If you do, discard a card.
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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 Scuttler
  ( 5)
Creature — Crab
(4/4)
Whenever Salvage Scuttler attacks, return an artifact you control to its owner's 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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Salvager of Secrets
   ( 5)
Creature — Merfolk Wizard
(2/2)
When Salvager of Secrets enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
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Salvaging Station
 ( 6)
Artifact
: Return target noncreature artifact card with converted mana cost 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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