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Storm Fleet Spy
  ( 3)
Creature — Human Pirate
(2/2)
Raid — When Storm Fleet Spy enters the battlefield, if you attacked with a creature this turn, draw a card.
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Storm Fleet Swashbuckler
  ( 2)
Creature — Human Pirate
(2/2)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Storm Fleet Swashbuckler has double strike as long as you have the city's blessing.
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Storm Front
 ( 1)
Enchantment
 : Tap target creature with flying.
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Storm Herd
   ( 10)
Sorcery
Create X 1/1 white Pegasus creature tokens with flying, where X is your life total.
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Storm Sculptor
  ( 4)
Creature — Merfolk Wizard
(3/2)
Storm Sculptor can't be blocked. When Storm Sculptor enters the battlefield, return a creature you control to its owner's hand.
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Storm Seeker
  ( 4)
Instant
Storm Seeker deals damage to target player equal to the number of cards in that player's hand.
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Storm Shaman
  ( 3)
Creature — Human Cleric Shaman
(0/4)
: Storm Shaman gets +1/+0 until end of turn.
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Storm Spirit
    ( 6)
Creature — Elemental Spirit
(3/3)
Flying : Storm Spirit deals 2 damage to target creature.
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Storm the Vault
   ( 4)
Legendary Enchantment
Whenever one or more creatures you control deal combat damage to a player, create a colorless Treasure artifact token with " , Sacrifice this artifact: Add one mana of any color." At the beginning of your end step, if you control five or more artifacts, transform Storm the Vault.
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Storm World
 ( 1)
World Enchantment
At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is 4 minus the number of cards in their hand.
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Stormbind
   ( 3)
Enchantment
, Discard a card at random: Stormbind deals 2 damage to any target.
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Stormblood Berserker
  ( 2)
Creature — Human Berserker
(1/1)
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.) Menace (This creature can't be blocked except by two or more creatures.)
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Stormbound Geist
   ( 3)
Creature — Spirit
(2/2)
Flying Stormbound Geist can block only creatures with flying. Undying (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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Stormbreath Dragon
   ( 5)
Creature — Dragon
(4/4)
Flying, haste, protection from white   : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
When Stormbreath Dragon becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand.
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Stormcaller of Keranos
  ( 3)
Creature — Human Shaman
(2/2)
Haste  : Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Stormcaller's Boon
   ( 4)
Enchantment
Sacrifice Stormcaller's Boon: Creatures you control gain flying until end of turn. Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
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Stormchaser Chimera
   ( 4)
Creature — Chimera
(2/3)
Flying   : Scry 1, then reveal the top card of your library. Stormchaser Chimera gets +X/+0 until end of turn, where X is that card's converted mana cost. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
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Stormchaser Mage
  ( 2)
Creature — Human Wizard
(1/3)
Flying, haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Stormcloud Djinn
  ( 5)
Creature — Djinn
(3/3)
Flying Stormcloud Djinn can block only creatures with flying.  : Stormcloud Djinn gets +2/+0 until end of turn and deals 1 damage to you.
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Stormcloud Spirit
   ( 5)
Creature — Spirit
(4/4)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Stormfront Riders
  ( 5)
Creature — Human Soldier
(4/3)
Flying When Stormfront Riders enters the battlefield, return two creatures you control to their owner's hand. Whenever Stormfront Riders or another creature is returned to your hand from the battlefield, create a 1/1 white Soldier creature token.
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Stormrider Rig
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+1. Whenever a creature enters the battlefield under your control, you may attach Stormrider Rig to it. Equip 
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Stormrider Spirit
  ( 5)
Creature — Spirit
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Stormscape Familiar
  ( 2)
Creature — Bird
(1/1)
Flying White spells and black spells you cast cost less to cast.
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Stormsurge Kraken
   ( 5)
Creature — Kraken
(5/5)
Hexproof Lieutenant — As long as you control your commander, Stormsurge Kraken gets +2/+2 and has "Whenever Stormsurge Kraken becomes blocked, you may draw two cards."
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Stormtide Leviathan
    ( 8)
Creature — Leviathan
(8/8)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) All lands are Islands in addition to their other types. Creatures without flying or islandwalk can't attack.
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Stormwatch Eagle
  ( 4)
Creature — Bird
(2/1)
Flying Sacrifice a land: Return Stormwatch Eagle to its owner's hand.
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Stormwing Dragon
  ( 6)
Creature — Dragon
(3/3)
Flying, first strike 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 Stormwing Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control.
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Story Circle
   ( 3)
Enchantment
As Story Circle enters the battlefield, choose a color. : The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
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Strafe
 ( 1)
Sorcery
Strafe deals 3 damage to target nonred creature.
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Strands of Undeath
  ( 4)
Enchantment — Aura
Enchant creature When Strands of Undeath enters the battlefield, target player discards two cards. : Regenerate enchanted creature.
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Strandwalker
 ( 5)
Artifact — Equipment
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.) Equipped creature gets +2/+4 and has reach. Equip 
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Strange Augmentation
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. Delirium — Enchanted creature gets an additional +2/+2 as long as there are four or more card types among cards in your graveyard.
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Strange Inversion
  ( 3)
Instant — Arcane
Switch target creature's power and toughness until end of turn. 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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Stranglehold
  ( 4)
Enchantment
Your opponents can't search libraries. If an opponent would begin an extra turn, that player skips that turn instead.
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Strangleroot Geist
  ( 2)
Creature — Spirit
(2/1)
Haste Undying (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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Strangling Soot
  ( 3)
Instant
Destroy target creature with toughness 3 or less. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Strata Scythe
 ( 3)
Artifact — Equipment
Imprint — When Strata Scythe enters the battlefield, search your library for a land card, exile it, then shuffle your library. Equipped creature gets +1/+1 for each land on the battlefield with the same name as the exiled card. Equip 
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Stratadon
 ( 10)
Artifact Creature — Beast
(5/5)
Domain — This spell costs less to cast for each basic land type among lands you control. Trample
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Strategic Planning
  ( 2)
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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Strategy, Schmategy
  ( 2)
Sorcery
Roll a six-sided die. Strategy, Schmategy has the indicated effect. 1 — Do nothing. 2 — Destroy all artifacts. 3 — Destroy all lands. 4 — Strategy, Schmategy deals 3 damage to each creature and each player. 5 — Each player discards their hand and draws seven cards. 6 — Repeat this process two more times.
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Stratozeppelid
  ( 5)
Creature — Beast
(4/4)
Flying Stratozeppelid can block only creatures with flying.
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Stratus Dancer
  ( 2)
Creature — Djinn Monk
(2/1)
Flying 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 Stratus Dancer is turned face up, counter target instant or sorcery spell.
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Stratus Walk
  ( 2)
Enchantment — Aura
Enchant creature When Stratus Walk enters the battlefield, draw a card. Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) Enchanted creature can block only creatures with flying.
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Straw Golem
 ( 1)
Artifact Creature — Golem
(2/3)
When an opponent casts a creature spell, sacrifice Straw Golem.
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Stream Hopper
 ( 1)
Creature — Goblin
(1/1)
: Stream Hopper gains flying until end of turn.
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Stream of Consciousness
  ( 2)
Instant — Arcane
Target player shuffles up to four target cards from their graveyard into their library.
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Stream of Unconsciousness
 ( 1)
Tribal Instant — Wizard
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
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Streambed Aquitects
   ( 3)
Creature — Merfolk Scout
(2/3)
: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
: Target land becomes an Island until end of turn.
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Street Riot
  ( 5)
Enchantment
As long as it's your turn, creatures you control get +1/+0 and have trample.
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Street Savvy
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and can block creatures with landwalk abilities as though they didn't have those abilities.
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Street Sweeper
 ( 6)
Artifact Creature — Construct
(4/6)
Whenever Street Sweeper attacks, destroy all Auras attached to target land.
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Street Wraith
   ( 5)
Creature — Wraith
(3/4)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)
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Strength from the Fallen
  ( 2)
Enchantment
Constellation — Whenever Strength from the Fallen or another enchantment enters the battlefield under your control, target creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard.
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Strength in Numbers
  ( 2)
Instant
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of attacking creatures.
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Strength of Arms
 ( 1)
Instant
Target creature gets +2/+2 until end of turn. If you control an Equipment, create a 1/1 white Human Soldier creature token.
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Strength of Cedars
  ( 5)
Instant — Arcane
Target creature gets +X/+X until end of turn, where X is the number of lands you control.
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Strength of Isolation
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 and has protection from black. 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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Strength of Lunacy
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has protection from white. 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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Strength of Night
  ( 3)
Instant
Kicker (You may pay an additional as you cast this spell.) Creatures you control get +1/+1 until end of turn. If this spell was kicked, Zombie creatures you control get an additional +2/+2 until end of turn.
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Strength of the Tajuru
   ( 2)
Instant
Multikicker (You may pay an additional any number of times as you cast this spell.) Choose target creature, then choose another target creature for each time this spell was kicked. Put X +1/+1 counters on each of them.
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Strength of Unity
  ( 4)
Enchantment — Aura
Enchant creature Domain — Enchanted creature gets +1/+1 for each basic land type among lands you control.
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Strider Harness
 ( 3)
Artifact — Equipment
Equipped creature gets +1/+1 and has haste. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Striking Sliver
 ( 1)
Creature — Sliver
(1/1)
Sliver creatures you control have first strike. (They deal combat damage before creatures without first strike.)
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Strionic Resonator
 ( 2)
Artifact
, : Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")
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Strip Bare
 ( 1)
Instant
Destroy all Auras and Equipment attached to target creature.
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Strip Mine
( 0)
Land
: Add .
, Sacrifice Strip Mine: Destroy target land.
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Striped Bears
  ( 4)
Creature — Bear
(2/2)
When Striped Bears enters the battlefield, draw a card.
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Striped Riverwinder
  ( 7)
Creature — Serpent
(5/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Cycling ( , Discard this card: Draw a card.)
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Stromgald Cabal
   ( 3)
Creature — Human Knight
(2/2)
, Pay 1 life: Counter target white spell.
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Stromgald Crusader
  ( 2)
Creature — Zombie Knight
(2/1)
Protection from white : Stromgald Crusader gains flying until end of turn.
 : Stromgald Crusader gets +1/+0 until end of turn.
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Stromgald Spy
  ( 4)
Creature — Human Rogue
(2/4)
Whenever Stromgald Spy attacks and isn't blocked, you may have defending player play with their hand revealed for as long as Stromgald Spy remains on the battlefield. If you do, Stromgald Spy assigns no combat damage this turn.
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Stromkirk Captain
   ( 3)
Creature — Vampire Soldier
(2/2)
First strike Other Vampire creatures you control get +1/+1 and have first strike.
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Stromkirk Condemned
  ( 2)
Creature — Vampire Horror
(2/2)
Discard a card: Vampires you control get +1/+1 until end of turn. Activate this ability only once each turn.
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Stromkirk Mentor
  ( 4)
Creature — Vampire Soldier
(4/2)
When Stromkirk Mentor enters the battlefield, put a +1/+1 counter on another target Vampire you control.
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Stromkirk Noble
 ( 1)
Creature — Vampire
(1/1)
Stromkirk Noble can't be blocked by Humans. Whenever Stromkirk Noble deals combat damage to a player, put a +1/+1 counter on it.
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Stromkirk Occultist
  ( 3)
Creature — Vampire Horror
(3/2)
Trample Whenever Stromkirk Occultist deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. 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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Stromkirk Patrol
  ( 5)
Creature — Vampire Soldier
(4/3)
Whenever Stromkirk Patrol deals combat damage to a player, put a +1/+1 counter on it.
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Strongarm Monk
  ( 5)
Creature — Human Monk
(3/3)
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn.
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Strongarm Tactics
  ( 2)
Sorcery
Each player discards a card. Then each player who didn't discard a creature card this way loses 4 life.
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Strongarm Thug
  ( 3)
Creature — Human Mercenary
(1/1)
When Strongarm Thug enters the battlefield, you may return target Mercenary card from your graveyard to your hand.
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Stronghold Assassin
   ( 3)
Creature — Zombie Assassin
(2/1)
, Sacrifice a creature: Destroy target nonblack creature.
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Stronghold Confessor
 ( 1)
Creature — Human Cleric
(1/1)
Kicker (You may pay an additional as you cast this spell.) Menace (This creature can't be blocked except by two or more creatures.) If Stronghold Confessor was kicked, it enters the battlefield with two +1/+1 counters on it.
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