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Scrying Glass
 ( 2)
Artifact
, : Choose a number greater than 0 and a color. Target opponent reveals their hand. If that opponent reveals exactly the chosen number of cards of the chosen color, you draw a card.
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Sculpting Steel
 ( 3)
Artifact
You may have Sculpting Steel enter the battlefield as a copy of any artifact on the battlefield.
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Scute Mob
 ( 1)
Creature — Insect
(1/1)
At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on Scute Mob.
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Scuttlemutt
 ( 3)
Artifact Creature — Scarecrow
(2/2)
: Add one mana of any color.
: Target creature becomes the color or colors of your choice until end of turn.
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Scuttling Death
  ( 5)
Creature — Spirit
(4/2)
Sacrifice Scuttling Death: Target creature gets -1/-1 until end of turn. Soulshift 4 (When this creature dies, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)
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Scuttling Doom Engine
 ( 6)
Artifact Creature — Construct
(6/6)
Scuttling Doom Engine can't be blocked by creatures with power 2 or less. When Scuttling Doom Engine dies, it deals 6 damage to target opponent or planeswalker.
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Scuzzback Marauders
  ( 5)
Creature — Goblin Warrior
(5/2)
Trample 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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Scuzzback Scrapper
 ( 1)
Creature — Goblin Warrior
(1/1)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Scythe Leopard
 ( 1)
Creature — Cat
(1/1)
Landfall — Whenever a land enters the battlefield under your control, Scythe Leopard gets +1/+1 until end of turn.
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Scythe of the Wretched
 ( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Whenever a creature dealt damage by equipped creature this turn dies, return that card to the battlefield under your control. Attach Scythe of the Wretched to that creature. Equip 
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Scythe Specter
   ( 6)
Creature — Specter
(4/4)
Flying Whenever Scythe Specter deals combat damage to a player, each opponent discards a card. Each player who discarded a card with the highest converted mana cost among cards discarded this way loses life equal to that converted mana cost.
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Scythe Tiger
 ( 1)
Creature — Cat
(3/2)
Shroud (This creature can't be the target of spells or abilities.) When Scythe Tiger enters the battlefield, sacrifice it unless you sacrifice a land.
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Scytheclaw
 ( 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 +1/+1. Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up. Equip 
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Sea Drake
  ( 3)
Creature — Drake
(4/3)
Flying When Sea Drake enters the battlefield, return two target lands you control to their owner's hand.
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Sea Gate Loremaster
  ( 5)
Creature — Merfolk Wizard Ally
(1/3)
: Draw a card for each Ally you control.
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Sea Gate Oracle
  ( 3)
Creature — Human Wizard
(1/3)
When Sea Gate Oracle enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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Sea God's Revenge
  ( 6)
Sorcery
Return up to three target creatures your opponents control to their owners' hands. 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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Sea Legs
 ( 1)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.
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Sea Monster
   ( 6)
Creature — Serpent
(6/6)
Sea Monster can't attack unless defending player controls an Island.
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Sea of Clouds
( 0)
Land
Sea of Clouds enters the battlefield tapped unless you have two or more opponents. : Add or .
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Sea of Sand
( 0)
Plane — Rabiah
Players reveal each card they draw. Whenever a player draws a land card, that player gains 3 life. Whenever a player draws a nonland card, that player loses 3 life. Whenever you roll , put target permanent on top of its owner's library.
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Sea Serpent
  ( 6)
Creature — Serpent
(5/5)
Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent.
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Sea Snidd
  ( 5)
Creature — Beast
(3/3)
: Target land becomes the basic land type of your choice until end of turn.
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Sea Spirit
  ( 5)
Creature — Elemental Spirit
(2/3)
: Sea Spirit gets +1/+0 until end of turn.
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Sea Sprite
  ( 2)
Creature — Faerie
(1/1)
Flying, protection from red
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Sea Troll
  ( 3)
Creature — Troll
(2/1)
: Regenerate Sea Troll. Activate this ability only if Sea Troll blocked or was blocked by a blue creature this turn.
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Seachrome Coast
( 0)
Land
Seachrome Coast enters the battlefield tapped unless you control two or fewer other lands. : Add or .
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Seafarer's Quay
( 0)
Land
Blue legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same 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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Seafloor Debris
( 0)
Land
Seafloor Debris enters the battlefield tapped. : Add .
, Sacrifice Seafloor Debris: Add one mana of any color.
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Seafloor Oracle
   ( 4)
Creature — Merfolk Wizard
(2/3)
Whenever a Merfolk you control deals combat damage to a player, draw a card.
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Seal Away
  ( 2)
Enchantment
Flash When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away 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 Fire
 ( 1)
Enchantment
Sacrifice Seal of Fire: It deals 2 damage to any target.
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Seal of Primordium
  ( 2)
Enchantment
Sacrifice Seal of Primordium: Destroy target artifact or enchantment.
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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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Seal of Strength
 ( 1)
Enchantment
Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn.
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Seal of the Guildpact
 ( 5)
Artifact
As Seal of the Guildpact enters the battlefield, choose two colors. Each spell you cast costs less to cast for each of the chosen colors it is.
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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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Search for Azcanta
  ( 2)
Legendary Enchantment
At the beginning of your upkeep, look at the top card of your library. You may put it into your graveyard. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta.
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Search for Survivors
  ( 3)
Sorcery
Reorder your graveyard at random. An opponent chooses a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, exile it.
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Search for Tomorrow
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle your library. Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two 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.)
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Search the City
  ( 5)
Enchantment
When Search the City enters the battlefield, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with Search the City, sacrifice it. If you do, take an extra turn after this one.
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Search Warrant
  ( 2)
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
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Searchlight Geist
  ( 3)
Creature — Spirit
(2/1)
Flying  : Searchlight Geist gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Searing Blaze
  ( 2)
Instant
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls. Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
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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 Light
 ( 1)
Instant
Destroy target attacking or blocking creature with power 2 or less.
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Searing Meditation
   ( 3)
Enchantment
Whenever you gain life, you may pay . If you do, Searing Meditation deals 2 damage to any target.
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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 Spear
  ( 2)
Instant
Searing Spear deals 3 damage to any target.
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Searing Spear Askari
  ( 3)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)  : Searing Spear Askari gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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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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Searing Wind
  ( 9)
Instant
Searing Wind deals 10 damage to any target.
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Sea's Claim
 ( 1)
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.) Enchanted land is an Island.
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Seascape Aerialist
  ( 5)
Creature — Merfolk Wizard Ally
(2/3)
Whenever Seascape Aerialist or another Ally enters the battlefield under your control, 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 the Witch
   ( 3)
Enchantment
At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life. At the beginning of the end step, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.
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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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Seasons Past
   ( 6)
Sorcery
Return any number of cards with different converted mana costs from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library.
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Secluded Glen
( 0)
Land
As Secluded Glen enters the battlefield, you may reveal a Faerie card from your hand. If you don't, Secluded Glen enters the battlefield tapped. : Add or .
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Secluded Steppe
( 0)
Land
Secluded Steppe enters the battlefield tapped. : Add .
Cycling ( , Discard this card: Draw a card.)
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Second Chance
  ( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, sacrifice Second Chance and take an extra turn after this one.
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Second Guess
  ( 2)
Instant
Counter target spell that's the second spell cast this turn.
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Second Harvest
   ( 4)
Instant
For each token you control, create a token that's a copy of that permanent.
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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 Sunrise
   ( 3)
Instant
Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
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Second Wind
  ( 3)
Enchantment — Aura
Enchant creature : Tap enchanted creature.
: Untap enchanted creature.
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Secret Base
( 0)
Land
: Add .
: Add one mana of any color. Spend this mana only to cast a spell that shares a watermark with Secret Base.
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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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Secret Salvage
   ( 5)
Sorcery
Exile target nonland card from your graveyard. Search your library for any number of cards with the same name as that card, reveal them, and put them into your hand. Then shuffle your library.
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Secret Summoning
( 0)
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Whenever a creature with the chosen name enters the battlefield under your control, you may search your library for any number of cards with that name, reveal them, put them into your hand, then shuffle your library.
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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 Paradise
( 0)
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Creatures you control with the chosen name have " : Add one mana of any color."
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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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Secrets of the Golden City
   ( 3)
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead.
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Security Blockade
  ( 3)
Enchantment — Aura
Enchant land When Security Blockade enters the battlefield, 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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Security Detail
  ( 4)
Enchantment
 : Create a 1/1 white Soldier creature token. Activate this ability only if you control no creatures and only once each turn.
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Sedge Scorpion
 ( 1)
Creature — Scorpion
(1/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Sedge Sliver
  ( 3)
Creature — Sliver
(2/2)
All Sliver creatures have "This creature gets +1/+1 as long as you control a Swamp." All Slivers have " : Regenerate this permanent."
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Sedge Troll
  ( 3)
Creature — Troll
(2/2)
Sedge Troll gets +1/+1 as long as you control a Swamp. : Regenerate Sedge Troll.
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Sedraxis Alchemist
  ( 3)
Creature — Zombie Wizard
(2/2)
When Sedraxis Alchemist enters the battlefield, if you control a blue permanent, return target nonland permanent to its owner's hand.
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