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Surveyor's Scope
 ( 2)
Artifact
, Exile Surveyor's Scope: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle your library.
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Survival Cache
  ( 3)
Sorcery
You gain 2 life. Then if you have more life than an opponent, draw a card. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Survival of the Fittest
  ( 2)
Enchantment
, Discard a creature card: Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.
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Struggle // Survive (Survive)
  ( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Each player shuffles their graveyard into their library.
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Survive the Night
  ( 3)
Instant
Target creature gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Investigate. (Create a colorless Clue artifact token with " , Sacrifice this artifact: Draw a card.")
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Survivor of the Unseen
  ( 3)
Creature — Human Wizard
(2/1)
Cumulative upkeep (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.) : Draw two cards, then put a card from your hand on top of your library.
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Survivors' Encampment
( 0)
Land — Desert
: Add .
, Tap an untapped creature you control: Add one mana of any color.
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Suspension Field
  ( 2)
Enchantment
When Suspension Field enters the battlefield, you may exile target creature with toughness 3 or greater until Suspension Field leaves the battlefield. (That creature returns under its owner's control.)
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Suspicious Bookcase
 ( 2)
Artifact Creature — Wall
(0/4)
Defender (This creature can't attack.) , : Target creature can't be blocked this turn.
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Suspicious Nanny
  ( 5)
Creature — Human Spy Rigger
(3/4)
Whenever Suspicious Nanny deals combat damage to a player, it reassembles target Contraption that player controls. (Gain control of it and move it onto one of your sprockets.)
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Sustainer of the Realm
   ( 4)
Creature — Angel
(2/3)
Flying Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn.
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Sustaining Spirit
  ( 2)
Creature — Angel Spirit
(0/3)
Cumulative upkeep  (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.) Damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Sustenance
  ( 2)
Enchantment
, Sacrifice a land: Target creature gets +1/+1 until end of turn.
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Suture Priest
  ( 2)
Creature — Cleric
(1/1)
Whenever another creature enters the battlefield under your control, you may gain 1 life. Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.
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Suture Spirit
  ( 2)
Creature — Spirit
(1/1)
Flying   : Regenerate target creature.
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Sutured Ghoul
    ( 7)
Creature — Zombie
(*/*)
Trample As Sutured Ghoul enters the battlefield, exile any number of creature cards from your graveyard. Sutured Ghoul's power is equal to the total power of the exiled cards and its toughness is equal to their total toughness.
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Swaggering Corsair
  ( 3)
Creature — Human Pirate
(2/2)
Raid — Swaggering Corsair enters the battlefield with a +1/+1 counter on it if you attacked with a creature this turn.
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Swallowing Plague
   ( 2)
Sorcery — Arcane
Swallowing Plague deals X damage to target creature and you gain X life.
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Swamp
( 0)
Basic Land — Swamp
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Swamp Mosquito
  ( 2)
Creature — Insect
(0/1)
Flying Whenever Swamp Mosquito attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)
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Swan Song
 ( 1)
Instant
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
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Swans of Bryn Argoll
   ( 4)
Creature — Bird Spirit
(4/3)
Flying If a source would deal damage to Swans of Bryn Argoll, prevent that damage. The source's controller draws cards equal to the damage prevented this way.
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Swarm Intelligence
  ( 7)
Enchantment
Whenever you cast an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.
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Swarm of Bloodflies
  ( 5)
Creature — Insect
(0/0)
Flying Swarm of Bloodflies enters the battlefield with two +1/+1 counters on it. Whenever another creature dies, put a +1/+1 counter on Swarm of Bloodflies.
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Swarm of Rats
  ( 2)
Creature — Rat
(*/1)
Swarm of Rats's power is equal to the number of Rats you control.
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Swarm Surge
  ( 3)
Sorcery
Devoid (This card has no color.) Creatures you control get +2/+0 until end of turn. Colorless creatures you control also gain first strike until end of turn.
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Swarmborn Giant
   ( 4)
Creature — Giant
(6/6)
When you're dealt combat damage, sacrifice Swarmborn Giant.   : Monstrosity 2. (If this creature isn't monstrous, put two +1/+1 counters on it and it becomes monstrous.)
As long as Swarmborn Giant is monstrous, it has reach.
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Swarmyard
( 0)
Land
: Add .
: Regenerate target Insect, Rat, Spider, or Squirrel.
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Swashbuckling
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has haste.
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Swat
   ( 3)
Instant
Destroy target creature with power 2 or less. Cycling ( , Discard this card: Draw a card.)
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Swathcutter Giant
   ( 6)
Creature — Giant Soldier
(5/5)
Vigilance Whenever Swathcutter Giant attacks, it deals 1 damage to each creature defending player controls.
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Sway of Illusion
  ( 2)
Instant
Any number of target creatures become the color of your choice until end of turn. Draw a card.
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Sway of the Stars
   ( 10)
Sorcery
Each player shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards. Each player's life total becomes 7.
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Sweatworks Brawler
  ( 4)
Creature — Human Artificer
(3/3)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Menace
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Sweep Away
  ( 3)
Instant
Return target creature to its owner's hand. If that creature is attacking, you may put it on top of its owner's library instead.
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Swell of Growth
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. You may put a land card from your hand onto the battlefield.
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Swelter
  ( 4)
Sorcery
Swelter deals 2 damage to each of two target creatures.
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Sweltering Suns
   ( 3)
Sorcery
Sweltering Suns deals 3 damage to each creature. Cycling ( , Discard this card: Draw a card.)
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Swerve
  ( 2)
Instant
Change the target of target spell with a single target.
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Swift Justice
 ( 1)
Instant
Until end of turn, target creature gets +1/+0 and gains first strike and lifelink.
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Swift Kick
  ( 4)
Instant
Target creature you control gets +1/+0 until end of turn. It fights target creature you don't control.
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Swift Maneuver
  ( 2)
Instant
Prevent the next 2 damage that would be dealt to any target this turn. Draw a card at the beginning of the next turn's upkeep.
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Swift Reckoning
  ( 2)
Sorcery
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may cast Swift Reckoning as though it had flash. (You may cast it any time you could cast an instant.) Destroy target tapped creature.
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Swift Silence
    ( 5)
Instant
Counter all other spells. Draw a card for each spell countered this way.
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Swift Spinner
  ( 4)
Creature — Spider
(2/3)
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.)
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Swift Warden
   ( 3)
Creature — Merfolk Warrior
(3/3)
Flash When Swift Warden enters the battlefield, target Merfolk you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Swift Warkite
   ( 6)
Creature — Dragon
(4/4)
Flying When Swift Warkite enters the battlefield, you may put a creature card with converted mana cost 3 or less from your hand or graveyard onto the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step.
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Swiftfoot Boots
 ( 2)
Artifact — Equipment
Equipped creature has hexproof and haste. Equip 
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Swiftwater Cliffs
( 0)
Land
Swiftwater Cliffs enters the battlefield tapped. When Swiftwater Cliffs enters the battlefield, you gain 1 life. : Add or .
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Swirl the Mists
   ( 4)
Enchantment
As Swirl the Mists enters the battlefield, choose a color word. All instances of color words in the text of spells and permanents are changed to the chosen color word.
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Swirling Sandstorm
  ( 4)
Sorcery
Threshold — Swirling Sandstorm deals 5 damage to each creature without flying if seven or more cards are in your graveyard.
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Switcheroo
  ( 5)
Sorcery
Exchange control of two target creatures.
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Swooping Talon
   ( 6)
Creature — Bird Soldier
(2/6)
Flying : Swooping Talon loses flying until end of turn.
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
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Sword Dancer
  ( 2)
Creature — Human Rebel
(1/2)
 : Target attacking creature gets -1/-0 until end of turn.
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Sword of Body and Mind
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from green and from blue. Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player puts the top ten cards of their library into their graveyard. Equip 
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Sword of Dungeons & Dragons
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from Rogues and from Clerics. Whenever equipped creature deals combat damage to a player, create a 4/4 gold Dragon creature token with flying and roll a d20 (a twenty-sided die). If you roll a 20, repeat this process. Equip 
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Sword of Feast and Famine
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from green. Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control. Equip 
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Sword of Fire and Ice
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card. Equip 
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Sword of Kaldra
 ( 4)
Legendary Artifact — Equipment
Equipped creature gets +5/+5. Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.) Equip ( : Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
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Sword of Light and Shadow
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip 
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Sword of the Ages
 ( 6)
Artifact
Sword of the Ages enters the battlefield tapped. , Sacrifice Sword of the Ages and any number of creatures you control: Sword of the Ages deals X damage to any target, where X is the total power of the creatures sacrificed this way, then exile Sword of the Ages and those creature cards.
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Sword of the Animist
 ( 2)
Legendary Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Equip 
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Sword of the Chosen
 ( 2)
Legendary Artifact
: Target legendary creature gets +2/+2 until end of turn.
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Sword of the Meek
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+2. Equip  Whenever a 1/1 creature enters the battlefield under your control, you may return Sword of the Meek from your graveyard to the battlefield, then attach it to that creature.
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Sword of the Paruns
 ( 4)
Artifact — Equipment
As long as equipped creature is tapped, tapped creatures you control get +2/+0. As long as equipped creature is untapped, untapped creatures you control get +0/+2. : You may tap or untap equipped creature.
Equip 
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Sword of Vengeance
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip 
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Sword of War and Peace
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand. Equip 
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Sword-Point Diplomacy
  ( 3)
Sorcery
Reveal the top three cards of your library. For each of those cards, put that card into your hand unless any opponent pays 3 life. Then exile the rest.
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Swords to Plowshares
 ( 1)
Instant
Exile target creature. Its controller gains life equal to its power.
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Sworn Companions
  ( 3)
Sorcery
Create two 1/1 white Soldier creature tokens with lifelink.
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Sworn Defender
   ( 4)
Creature — Human Knight
(1/3)
: Sworn Defender's power becomes the toughness of target creature blocking or being blocked by Sworn Defender minus 1 until end of turn, and Sworn Defender's toughness becomes 1 plus the power of that creature until end of turn.
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Sydri, Galvanic Genius
   ( 3)
Legendary Creature — Human Artificer
(2/2)
: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn.
 : Target artifact creature gains deathtouch and lifelink until end of turn.
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Sygg, River Cutthroat
  ( 2)
Legendary Creature — Merfolk Rogue
(1/3)
At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
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Sygg, River Guide
  ( 2)
Legendary Creature — Merfolk Wizard
(2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)  : Target Merfolk you control gains protection from the color of your choice until end of turn.
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Sylvan Advocate
  ( 2)
Creature — Elf Druid Ally
(2/3)
Vigilance As long as you control six or more lands, Sylvan Advocate and land creatures you control get +2/+2.
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Sylvan Awakening
  ( 3)
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
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Sylvan Basilisk
   ( 5)
Creature — Basilisk
(2/4)
Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature.
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Sylvan Caryatid
  ( 2)
Creature — Plant
(0/3)
Defender, hexproof : Add one mana of any color.
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Sylvan Echoes
 ( 1)
Enchantment
Whenever you clash and win, you may draw a card. (This ability triggers after the clash ends.)
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Sylvan Hierophant
  ( 2)
Creature — Human Cleric
(1/2)
When Sylvan Hierophant dies, exile Sylvan Hierophant, then return another target creature card from your graveyard to your hand.
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Sylvan Library
  ( 2)
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
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Sylvan Messenger
  ( 4)
Creature — Elf
(2/2)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When Sylvan Messenger enters the battlefield, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Sylvan Might
  ( 2)
Instant
Target creature gets +2/+2 and gains trample until end of turn. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sylvan Offering
  ( 1)
Sorcery
Choose an opponent. You and that player each create an X/X green Treefolk creature token. Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
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Sylvan Paradise
 ( 1)
Instant
Any number of target creatures become green until end of turn.
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Sylvan Primordial
   ( 7)
Creature — Avatar
(6/8)
Reach When Sylvan Primordial enters the battlefield, for each opponent, destroy target noncreature permanent that player controls. For each permanent destroyed this way, search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle your library.
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Sylvan Ranger
  ( 2)
Creature — Elf Scout
(1/1)
When Sylvan Ranger enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
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Sylvan Reclamation
   ( 5)
Instant
Exile up to two target artifacts and/or enchantments. Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.)
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