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Stronghold Furnace
( 0)
Plane — Rath
If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead. Whenever you roll , Stronghold Furnace deals 1 damage to any target.
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Stronghold Gambit
  ( 2)
Sorcery
Each player chooses a card in their hand. Then each player reveals their chosen card. The owner of each creature card revealed this way with the lowest converted mana cost puts it onto the battlefield.
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Stronghold Overseer
    ( 6)
Creature — Demon
(5/5)
Flying Shadow (This creature can block or be blocked by only creatures with shadow.)  : Creatures with shadow get +1/+0 until end of turn and creatures without shadow get -1/-0 until end of turn.
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Stronghold Rats
  ( 3)
Creature — Rat
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Stronghold Rats deals combat damage to a player, each player discards a card.
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Stronghold Zeppelin
   ( 4)
Creature — Human
(3/3)
Flying Stronghold Zeppelin can block only creatures with flying.
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Structural Collapse
  ( 6)
Sorcery
Target player sacrifices an artifact and a land. Structural Collapse deals 2 damage to that player.
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Structural Distortion
  ( 4)
Sorcery
Exile target artifact or land. Structural Distortion deals 2 damage to that permanent's controller.
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Struggle for Sanity
   ( 4)
Sorcery
Target opponent reveals their hand. That player exiles a card from it, then you exile a card from it. Repeat this process until all cards in that hand have been exiled. That player returns the cards they exiled this way to their hand and puts the rest into their graveyard.
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Stubborn Denial
 ( 1)
Instant
Counter target noncreature spell unless its controller pays . Ferocious — If you control a creature with power 4 or greater, counter that spell instead.
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Student of Elements
  ( 2)
Creature — Human Wizard
(1/1)
When Student of Elements has flying, flip it.
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Student of Ojutai
  ( 4)
Creature — Human Monk
(2/4)
Whenever you cast a noncreature spell, you gain 2 life.
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Student of Warfare
 ( 1)
Creature — Human Knight
(1/1)
Level up ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 2-6 3/3 First strike LEVEL 7+ 4/4 Double strike
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Stuffy Doll
 ( 5)
Artifact Creature — Construct
(0/1)
Indestructible As Stuffy Doll enters the battlefield, choose a player. Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player. : Stuffy Doll deals 1 damage to itself.
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Stuffy Doll Avatar
( 0)
Vanguard
(+0/-6)
: If damage would be dealt to you this turn by a source of your choice, prevent that damage. Stuffy Doll Avatar deals damage to you and target opponent or planeswalker equal to half the damage prevented this way, rounded up. Activate this ability only once each turn.
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Stun
  ( 2)
Instant
Target creature can't block this turn. Draw a card.
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Stun Sniper
  ( 2)
Creature — Human Archer
(1/1)
, : Stun Sniper deals 1 damage to target creature. Tap that creature.
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Stunning Reversal
  ( 4)
Instant
The next time you would lose the game this turn, instead draw seven cards and your life total becomes 1. Exile Stunning Reversal.
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Stunt Double
  ( 4)
Creature — Shapeshifter
(0/0)
Flash You may have Stunt Double enter the battlefield as a copy of any creature on the battlefield.
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Stunted Growth
   ( 5)
Sorcery
Target player chooses three cards from their hand and puts them on top of their library in any order.
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Stupefying Touch
  ( 2)
Enchantment — Aura
Enchant creature When Stupefying Touch enters the battlefield, draw a card. Enchanted creature's activated abilities can't be activated.
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Stupor
  ( 3)
Sorcery
Target opponent discards a card at random, then discards a card.
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Sturdy Hatchling
  ( 4)
Creature — Elemental
(6/6)
Sturdy Hatchling enters the battlefield with four -1/-1 counters on it. : Sturdy Hatchling gains shroud until end of turn. (It can't be the target of spells or abilities.)
Whenever you cast a green spell, remove a -1/-1 counter from Sturdy Hatchling. Whenever you cast a blue spell, remove a -1/-1 counter from Sturdy Hatchling.
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Sturmgeist
   ( 5)
Creature — Spirit
(*/*)
Flying Sturmgeist's power and toughness are each equal to the number of cards in your hand. Whenever Sturmgeist deals combat damage to a player, draw a card.
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Stymied Hopes
  ( 2)
Instant
Counter target spell unless its controller pays . 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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Subcontract
 ( 1)
Sorcery
A person outside the game looks at target opponent's hand and chooses a nonland card from it. That player discards that card.
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Subdue
 ( 1)
Instant
Prevent all combat damage that would be dealt by target creature this turn. That creature gets +0/+X until end of turn, where X is its converted mana cost.
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Subjugator Angel
   ( 6)
Creature — Angel
(4/3)
Flying When Subjugator Angel enters the battlefield, tap all creatures your opponents control.
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Sublime Archangel
   ( 4)
Creature — Angel
(4/3)
Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)
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Sublime Exhalation
  ( 7)
Sorcery
Undaunted (This spell costs less to cast for each opponent.) Destroy all creatures.
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Submerge
  ( 5)
Instant
If an opponent controls a Forest and you control an Island, you may cast this spell without paying its mana cost. Put target creature on top of its owner's library.
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Subterranean Hangar
( 0)
Land
Subterranean Hangar enters the battlefield tapped. : Put a storage counter on Subterranean Hangar.
, Remove any number of storage counters from Subterranean Hangar: Add for each storage counter removed this way.
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Subterranean Scout
  ( 2)
Creature — Goblin Scout
(2/1)
When Subterranean Scout enters the battlefield, target creature with power 2 or less can't be blocked this turn.
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Subterranean Shambler
  ( 4)
Creature — Elemental
(2/3)
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.) When Subterranean Shambler enters the battlefield or leaves the battlefield, it deals 1 damage to each creature without flying.
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Subterranean Spirit
   ( 5)
Creature — Elemental Spirit
(3/3)
Protection from red : Subterranean Spirit deals 1 damage to each creature without flying.
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Subterranean Tremors
  ( 1)
Sorcery
Subterranean Tremors deals X damage to each creature without flying. If X is 4 or more, destroy all artifacts. If X is 8 or more, create an 8/8 red Lizard creature token.
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Subtle Strike
  ( 2)
Instant
Choose one or both — • Target creature gets -1/-1 until end of turn. • Put a +1/+1 counter on target creature.
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Subversion
   ( 5)
Enchantment
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
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Success!
 ( 1)
Instant
Target creature gets +2/+2 until end of turn. If it's a host or has augment, it gains lifelink until end of turn.
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Su-Chi
 ( 4)
Artifact Creature — Construct
(4/4)
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Sudden Death
   ( 3)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Target creature gets -4/-4 until end of turn.
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Sudden Demise
  ( 1)
Sorcery
Choose a color. Sudden Demise deals X damage to each creature of the chosen color.
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Sudden Disappearance
  ( 6)
Sorcery
Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.
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Sudden Impact
  ( 4)
Instant
Sudden Impact deals damage to target player equal to the number of cards in that player's hand.
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Sudden Reclamation
  ( 4)
Instant
Put the top four cards of your library into your graveyard, then return a creature card and a land card from your graveyard to your hand.
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Sudden Shock
  ( 2)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Sudden Shock deals 2 damage to any target.
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Sudden Spoiling
   ( 3)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Until end of turn, creatures target player controls lose all abilities and have base power and toughness 0/2.
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Sudden Storm
  ( 4)
Instant
Tap up to two target creatures. Those creatures don't untap during their controllers' next untap steps. 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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Sudden Strength
  ( 4)
Instant
Target creature gets +3/+3 until end of turn. Draw a card.
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Suffer the Past
  ( 1)
Instant
Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life.
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Suffocating Blast
    ( 4)
Instant
Counter target spell and Suffocating Blast deals 3 damage to target creature.
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Suffocation
  ( 2)
Instant
Cast this spell only if you were dealt damage this turn by a red instant or sorcery spell. Suffocation deals 4 damage to the controller of the last red instant or sorcery spell that dealt damage to you this turn. Draw a card at the beginning of the next turn's upkeep.
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Suicidal Charge
   ( 5)
Enchantment
Sacrifice Suicidal Charge: Creatures your opponents control get -1/-1 until end of turn. Those creatures attack this turn if able.
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Sulam Djinn
  ( 6)
Creature — Djinn
(6/6)
Trample Sulam Djinn gets -2/-2 as long as green is the most common color among all permanents or is tied for most common.
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Suleiman's Legacy
  ( 2)
Enchantment
When Suleiman's Legacy enters the battlefield, destroy all Djinns and Efreets. They can't be regenerated. Whenever a Djinn or Efreet enters the battlefield, destroy it. It can't be regenerated.
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Sulfur Elemental
  ( 3)
Creature — Elemental
(3/2)
Flash (You may cast this spell any time you could cast an instant.) Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) White creatures get +1/-1.
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Sulfur Falls
( 0)
Land
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain. : Add or .
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Sulfuric Vapors
  ( 4)
Enchantment
If a red spell would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
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Sulfuric Vortex
   ( 3)
Enchantment
At the beginning of each player's upkeep, Sulfuric Vortex deals 2 damage to that player. If a player would gain life, that player gains no life instead.
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Sulfurous Blast
   ( 4)
Instant
Sulfurous Blast deals 2 damage to each creature and each player. If you cast this spell during your main phase, Sulfurous Blast deals 3 damage to each creature and each player instead.
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Sultai Ascendancy
   ( 3)
Enchantment
At the beginning of your upkeep, look at the top two cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.
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Sultai Charm
   ( 3)
Instant
Choose one — • Destroy target monocolored creature. • Destroy target artifact or enchantment. • Draw two cards, then discard a card.
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Sultai Emissary
  ( 2)
Creature — Zombie Warrior
(1/1)
When Sultai Emissary dies, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Sultai Flayer
  ( 4)
Creature — Naga Shaman
(3/4)
Whenever a creature you control with toughness 4 or greater dies, you gain 4 life.
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Sultai Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has deathtouch as long as you control a green or blue permanent. (Any amount of damage it deals to a creature is enough to destroy it.)
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Sultai Scavenger
  ( 6)
Creature — Bird Warrior
(3/3)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Flying
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Sultai Skullkeeper
  ( 2)
Creature — Naga Shaman
(2/1)
When Sultai Skullkeeper enters the battlefield, put the top two cards of your library into your graveyard.
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Sultai Soothsayer
    ( 5)
Creature — Naga Shaman
(2/5)
When Sultai Soothsayer enters the battlefield, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
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Sumala Woodshaper
   ( 4)
Creature — Elf Druid
(2/1)
When Sumala Woodshaper enters the battlefield, look at the top four cards of your library. You may reveal a creature or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Summer Bloom
  ( 2)
Sorcery
You may play up to three additional lands this turn.
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Summit Apes
  ( 4)
Creature — Ape
(5/2)
As long as you control a Mountain, Summit Apes has menace. (It can't be blocked except by two or more creatures.)
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Summon the Pack
  ( 8)
Sorcery
Open a sealed Magic booster pack, reveal the cards, and put all creature cards revealed this way onto the battlefield under your control. They're Zombies in addition to their other types. (Remove those cards from your deck before beginning a new game.)
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Summon the School
  ( 4)
Tribal Sorcery — Merfolk
Create two 1/1 blue Merfolk Wizard creature tokens. Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.
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Summoner's Bane
   ( 4)
Instant
Counter target creature spell. Create a 2/2 blue Illusion creature token.
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Summoner's Bond
( 0)
Conspiracy
Double agenda (Start the game with this conspiracy face down in the command zone and secretly choose two different card names. You may turn this conspiracy face up any time and reveal those names.) Whenever you cast a creature spell with one of the chosen names, you may search your library for a creature card with the other chosen name, reveal it, put it into your hand, then shuffle your library.
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Summoner's Egg
 ( 4)
Artifact Creature — Egg
(0/4)
Imprint — When Summoner's Egg enters the battlefield, you may exile a card from your hand face down. When Summoner's Egg dies, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control.
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Summoner's Pact
 ( 0)
Instant
Search your library for a green creature card, reveal it, put it into your hand, then shuffle your library. At the beginning of your next upkeep, pay   . If you don't, you lose the game.
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Summoning Station
 ( 7)
Artifact
: Create a 2/2 colorless Pincher creature token.
Whenever an artifact is put into a graveyard from the battlefield, you may untap Summoning Station.
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Summoning Trap
   ( 6)
Instant — Trap
If a creature spell you cast this turn was countered by a spell or ability an opponent controlled, you may pay rather than pay this spell's mana cost. Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.
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Sun Ce, Young Conquerer
   ( 5)
Legendary Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Sun Ce, Young Conquerer enters the battlefield, you may return target creature to its owner's hand.
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Sun Clasp
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3. : Return enchanted creature to its owner's hand.
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Sun Droplet
 ( 2)
Artifact
Whenever you're dealt damage, put that many charge counters on Sun Droplet. At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.
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Sun Quan, Lord of Wu
   ( 6)
Legendary Creature — Human Soldier
(4/4)
Creatures you control have horsemanship. (They can't be blocked except by creatures with horsemanship.)
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Sun Sentinel
  ( 2)
Creature — Human Soldier
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Sun Titan
   ( 6)
Creature — Giant
(6/6)
Vigilance Whenever Sun Titan enters the battlefield or attacks, you may return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield.
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Sunbeam Spellbomb
 ( 1)
Artifact
, Sacrifice Sunbeam Spellbomb: You gain 5 life.
, Sacrifice Sunbeam Spellbomb: Draw a card.
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Sunbird's Invocation
  ( 6)
Enchantment
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's converted mana cost. You may cast a card revealed this way with converted mana cost X or less without paying its mana cost. Put the rest on the bottom of your library in a random order.
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Sunblade Elf
 ( 1)
Creature — Elf Warrior
(1/1)
Sunblade Elf gets +1/+1 as long as you control a Plains.  : Creatures you control get +1/+1 until end of turn.
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