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Shell Skulkin
 ( 4)
Artifact Creature — Scarecrow
(3/2)
: Target blue creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Shelldock Isle
( 0)
Land
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) : Add .
, : You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.
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Shellephant
   ( 3)
Creature — Turtle and/or Elephant
(?/?)
: Choose one. You may activate this ability while Shellephant is in any zone.
• Shellephant has base power and toughness 1/4. • Shellephant has base power and toughness 3/3.
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Shelter
  ( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Draw a card.
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Sheltered Aerie
  ( 3)
Enchantment — Aura
Enchant land Enchanted land has " : Add two mana of any one color."
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Sheltered Valley
( 0)
Land
If Sheltered Valley would enter the battlefield, instead sacrifice each other permanent named Sheltered Valley you control, then put Sheltered Valley onto the battlefield. At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life. : Add .
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Sheltering Ancient
  ( 2)
Creature — Treefolk
(5/5)
Trample Cumulative upkeep—Put a +1/+1 counter on a creature an opponent controls. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
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Sheltering Light
 ( 1)
Instant
Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.)
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Sheltering Prayers
 ( 1)
Enchantment
Basic lands each player controls have shroud as long as that player controls three or fewer lands. (They can't be the targets of spells or abilities.)
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Sheltering Word
  ( 2)
Instant
Target creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Sheoldred, Whispering One
   ( 7)
Legendary Creature — Praetor
(6/6)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) At the beginning of your upkeep, return target creature card from your graveyard to the battlefield. At the beginning of each opponent's upkeep, that player sacrifices a creature.
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Shepherd of Rot
  ( 2)
Creature — Zombie Cleric
(1/1)
: Each player loses 1 life for each Zombie on the battlefield.
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Shield Bearer
  ( 2)
Creature — Human Soldier
(0/3)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Shield Dancer
  ( 3)
Creature — Human Rebel
(1/3)
 : The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.
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Shield Mare
   ( 3)
Creature — Horse
(2/3)
Shield Mare can't be blocked by red creatures. When Shield Mare enters the battlefield or becomes the target of a spell or ability an opponent controls, you gain 3 life.
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Shield Mate
 ( 1)
Creature — Human Soldier
(1/1)
Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn.
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Shield of Kaldra
 ( 4)
Legendary Artifact — Equipment
Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra have indestructible. Equipped creature has indestructible. (Damage and effects that say "destroy" don't destroy it.) Equip 
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Shield of the Ages
 ( 2)
Artifact
: Prevent the next 1 damage that would be dealt to you this turn.
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Shield of the Avatar
 ( 1)
Artifact — Equipment
If a source would deal damage to equipped creature, prevent X of that damage, where X is the number of creatures you control. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Shield of the Oversoul
  ( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) As long as enchanted creature is white, it gets +1/+1 and has flying.
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Shield of the Realm
 ( 2)
Artifact — Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage. Equip 
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Shield of the Righteous
  ( 2)
Artifact — Equipment
Equipped creature gets +0/+2 and has vigilance. Whenever equipped creature blocks a creature, that creature doesn't untap during its controller's next untap step. Equip 
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Shield Sphere
 ( 0)
Artifact Creature — Wall
(0/6)
Defender Whenever Shield Sphere blocks, put a -0/-1 counter on it.
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Shield Wall
  ( 2)
Instant
Creatures you control get +0/+2 until end of turn.
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Shielded by Faith
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has indestructible. Whenever a creature enters the battlefield, you may attach Shielded by Faith to that creature.
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Shielded Passage
 ( 1)
Instant
Prevent all damage that would be dealt to target creature this turn.
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Shieldhide Dragon
  ( 6)
Creature — Dragon
(3/3)
Flying, lifelink 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 Shieldhide Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control.
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Shielding Plax
  ( 3)
Enchantment — Aura
( can be paid with either or .) Enchant creature When Shielding Plax enters the battlefield, draw a card. Enchanted creature can't be the target of spells or abilities your opponents control.
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Shieldmage Advocate
  ( 3)
Creature — Human Cleric
(1/3)
: Return target card from an opponent's graveyard to their hand. Prevent all damage that would be dealt to any target this turn by a source of your choice.
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Shieldmage Elder
  ( 6)
Creature — Human Cleric Wizard
(2/3)
Tap two untapped Clerics you control: Prevent all damage target creature would deal this turn. Tap two untapped Wizards you control: Prevent all damage target spell would deal this turn.
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Shields of Velis Vel
 ( 1)
Tribal Instant — Shapeshifter
Changeling (This card is every creature type.) Creatures target player controls get +0/+1 and gain all creature types until end of turn.
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Shifting Borders
  ( 4)
Instant — Arcane
Exchange control of two target lands. Splice onto Arcane  (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Shifting Loyalties
  ( 6)
Sorcery
Exchange control of two target permanents that share a card type. (Artifact, creature, enchantment, land, and planeswalker are card types.)
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Shifting Shadow
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has haste and "At the beginning of your upkeep, destroy this creature. Reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and attach Shifting Shadow to it, then put all other cards revealed this way on the bottom of your library in a random order."
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Shifting Sky
  ( 3)
Enchantment
As Shifting Sky enters the battlefield, choose a color. All nonland permanents are the chosen color.
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Shifting Sliver
  ( 4)
Creature — Sliver
(2/2)
Slivers can't be blocked except by Slivers.
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Shifting Wall
 ( 0)
Artifact Creature — Wall
(0/0)
Defender (This creature can't attack.) Shifting Wall enters the battlefield with X +1/+1 counters on it.
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Shifty Doppelganger
  ( 3)
Creature — Shapeshifter
(1/1)
 , Exile Shifty Doppelganger: You may put a creature card from your hand onto the battlefield. If you do, that creature gains haste until end of turn. At the beginning of the next end step, sacrifice that creature. If you do, return Shifty Doppelganger to the battlefield.
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Shimatsu the Bloodcloaked
  ( 4)
Legendary Creature — Demon Spirit
(0/0)
As Shimatsu the Bloodcloaked enters the battlefield, sacrifice any number of permanents. Shimatsu enters the battlefield with that many +1/+1 counters on it.
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Shimian Specter
   ( 4)
Creature — Specter
(2/2)
Flying Whenever Shimian Specter deals combat damage to a player, that player reveals their hand. You choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles their library.
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Shimmer
   ( 4)
Enchantment
As Shimmer enters the battlefield, choose a land type. Each land of the chosen type has phasing. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Shimmer Myr
 ( 3)
Artifact Creature — Myr
(2/2)
Flash You may cast artifact spells as though they had flash.
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Shimmering Barrier
  ( 2)
Creature — Wall
(1/3)
Defender (This creature can't attack.) First strike Cycling ( , Discard this card: Draw a card.)
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Shimmering Efreet
  ( 3)
Creature — Efreet
(2/2)
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Whenever Shimmering Efreet phases in, target creature phases out. (It phases in before its controller untaps during their next untap step.)
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Shimmering Glasskite
  ( 4)
Creature — Spirit
(2/3)
Flying Whenever Shimmering Glasskite becomes the target of a spell or ability for the first time each turn, counter that spell or ability.
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Shimmering Mirage
  ( 2)
Instant
Target land becomes the basic land type of your choice until end of turn. Draw a card.
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Shimmering Wings
 ( 1)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) : Return Shimmering Wings to its owner's hand.
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Shimmerscale Drake
  ( 5)
Creature — Drake
(3/4)
Flying Cycling ( , Discard this card: Draw a card.)
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Shinen of Fear's Chill
  ( 5)
Creature — Spirit
(3/2)
Shinen of Fear's Chill can't block. Channel —  , Discard Shinen of Fear's Chill: Target creature can't block this turn.
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Shinen of Flight's Wings
  ( 5)
Creature — Spirit
(3/3)
Flying Channel — , Discard Shinen of Flight's Wings: Target creature gains flying until end of turn.
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Shinen of Fury's Fire
  ( 3)
Creature — Spirit
(2/1)
Haste Channel — , Discard Shinen of Fury's Fire: Target creature gains haste until end of turn.
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Shinen of Life's Roar
  ( 2)
Creature — Spirit
(1/2)
All creatures able to block Shinen of Life's Roar do so. Channel —   , Discard Shinen of Life's Roar: All creatures able to block target creature this turn do so.
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Shinen of Stars' Light
  ( 3)
Creature — Spirit
(2/1)
First strike Channel —  , Discard Shinen of Stars' Light: Target creature gains first strike until end of turn.
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Shinewend
  ( 2)
Creature — Elemental
(0/0)
Flying Shinewend enters the battlefield with a +1/+1 counter on it.  , Remove a +1/+1 counter from Shinewend: Destroy target enchantment.
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Shining Shoal
   ( 2)
Instant — Arcane
You may exile a white card with converted mana cost X from your hand rather than pay this spell's mana cost. The next X damage that a source of your choice would deal to you and/or creatures you control this turn is dealt to any target instead.
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Shinka Gatekeeper
  ( 3)
Creature — Ogre Warrior
(3/2)
Whenever Shinka Gatekeeper is dealt damage, it deals that much damage to you.
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Shipbreaker Kraken
   ( 6)
Creature — Kraken
(6/6)
  : Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
When Shipbreaker Kraken becomes monstrous, tap up to four target creatures. Those creatures don't untap during their controllers' untap steps for as long as you control Shipbreaker Kraken.
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Shipwreck Looter
  ( 2)
Creature — Human Pirate
(2/1)
Raid — When Shipwreck Looter enters the battlefield, if you attacked with a creature this turn, you may draw a card. If you do, discard a card.
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Shirei, Shizo's Caretaker
  ( 5)
Legendary Creature — Spirit
(2/2)
Whenever a creature with power 1 or less is put into your graveyard from the battlefield, you may return that card to the battlefield at the beginning of the next end step if Shirei, Shizo's Caretaker is still on the battlefield.
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Shisato, Whispering Hunter
  ( 4)
Legendary Creature — Snake Warrior
(2/2)
At the beginning of your upkeep, sacrifice a Snake. Whenever Shisato, Whispering Hunter deals combat damage to a player, that player skips their next untap step.
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Shiv
( 0)
Plane — Dominaria
All creatures have " : This creature gets +1/+0 until end of turn." Whenever you roll , create a 5/5 red Dragon creature token with flying.
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Shivan Dragon
   ( 6)
Creature — Dragon
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.) : Shivan Dragon gets +1/+0 until end of turn.
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Shivan Fire
 ( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Shivan Fire deals 2 damage to target creature. If this spell was kicked, it deals 4 damage to that creature instead.
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Shivan Harvest
  ( 2)
Enchantment
 , Sacrifice a creature: Destroy target nonbasic land.
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Shivan Hellkite
   ( 7)
Creature — Dragon
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)  : Shivan Hellkite deals 1 damage to any target.
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Shivan Oasis
( 0)
Land
Shivan Oasis enters the battlefield tapped. : Add or .
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Shivan Phoenix
   ( 6)
Creature — Phoenix
(3/4)
Flying When Shivan Phoenix dies, return Shivan Phoenix to its owner's hand.
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Shivan Raptor
  ( 3)
Creature — Dinosaur
(3/1)
First strike, haste 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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Shivan Sand-Mage
   ( 4)
Creature — Viashino Shaman
(3/2)
When Shivan Sand-Mage enters the battlefield, choose one — • Remove two time counters from target permanent or suspended card. • Put two time counters on target permanent with a time counter on it or suspended card. Suspend 4— (Rather than cast this card from your hand, you may pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)
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Shivan Wumpus
  ( 4)
Creature — Beast
(6/6)
Trample When Shivan Wumpus enters the battlefield, any player may sacrifice a land. If a player does, put Shivan Wumpus on top of its owner's library.
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Shivan Wurm
   ( 5)
Creature — Wurm
(7/7)
Trample When Shivan Wurm enters the battlefield, return a red or green creature you control to its owner's hand.
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Shiv's Embrace
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying. : Enchanted creature gets +1/+0 until end of turn.
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Shoal Serpent
  ( 6)
Creature — Serpent
(5/5)
Defender Landfall — Whenever a land enters the battlefield under your control, Shoal Serpent loses defender until end of turn.
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Shock
 ( 1)
Instant
Shock deals 2 damage to any target.
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Shock Troops
  ( 4)
Creature — Human Soldier
(2/2)
Sacrifice Shock Troops: It deals 2 damage to any target.
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Shocker
  ( 2)
Creature — Insect
(1/1)
Whenever Shocker deals damage to a player, that player discards all the cards in their hand, then draws that many cards.
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Shockmaw Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying Whenever Shockmaw Dragon deals combat damage to a player, it deals 1 damage to each creature that player controls.
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Shoe Tree
  ( 5)
Creature — Treefolk
(3/3)
Shoe Tree enters the battlefield with up to two shoe counters on it. Use your shoes as counters. Shoe Tree gets +1/+1 for each shoe counter on it.
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Shore Snapper
  ( 3)
Creature — Beast
(2/2)
: Shore Snapper gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
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