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Spell Pierce
 ( 1)
Instant
Counter target noncreature spell unless its controller pays .
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Spell Queller
   ( 3)
Creature — Spirit
(2/3)
Flash Flying When this creature enters, exile target spell with mana value 4 or less. When this creature leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
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Spell Rupture
  ( 2)
Instant
Counter target spell unless its controller pays , where X is the greatest power among creatures you control.
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Spell Satchel
 ( 2)
Artifact
Magecraft — Whenever you cast or copy an instant or sorcery spell, put a book counter on this artifact. , Remove a book counter from this artifact: Add .
, , Remove three book counters from this artifact: Draw a card.
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Spell Shrivel
  ( 3)
Instant
Devoid (This card has no color.) Counter target spell unless its controller pays . If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Spell Snare
 ( 1)
Instant
Counter target spell with mana value 2.
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Spell Snip
  ( 3)
Instant
Counter target spell unless its controller pays . Cycling ( , Discard this card: Draw a card.)
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Spell Snuff
   ( 3)
Instant
Counter target spell. Fateful hour — If you have 5 or less life, draw a card.
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Spell Stutter
  ( 2)
Instant
Counter target spell unless its controller pays plus an additional for each Faerie you control.
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Spell Suck
   ( 4)
Instant
Counter target spell, then assemble a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Spell Swindle
   ( 5)
Instant
Counter target spell. Create X Treasure tokens, where X is that spell's mana value. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
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Spell Syphon
  ( 2)
Instant
Counter target spell unless its controller pays for each blue permanent you control.
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Spellbane Centaur
  ( 3)
Creature — Centaur
(3/2)
Creatures you control can't be the targets of blue spells or abilities from blue sources.
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Spellbinder
 ( 3)
Artifact — Equipment
Imprint — When this Equipment enters, you may exile an instant card from your hand. Whenever equipped creature deals combat damage to a player, you may copy the exiled card. If you do, you may cast the copy without paying its mana cost. Equip 
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Spellbook
 ( 0)
Artifact
You have no maximum hand size.
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Spellbook Vendor
  ( 2)
Creature — Human Peasant
(2/2)
Vigilance At the beginning of combat on your turn, you may pay . When you do, create a Sorcerer Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has "Whenever this creature attacks, scry 1.")
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Spellbound Dragon
   ( 5)
Creature — Dragon
(3/5)
Flying Whenever this creature attacks, draw a card, then discard a card. This creature gets +X/+0 until end of turn, where X is the discarded card's mana value.
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Spellbreaker Behemoth
    ( 4)
Creature — Beast
(5/5)
This spell can't be countered. Creature spells you control with power 5 or greater can't be countered.
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Spelldrain Assassin
   ( 3)
Creature — — Vampire Assassin
(3/3)
When Spelldrain Assassin enters the battlefield, choose an instant or sorcery card in your hand. It perpetually gains casualty 2. (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
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Spelleater Wolverine
  ( 3)
Creature — Wolverine
(3/2)
This creature has double strike as long as there are three or more instant and/or sorcery cards in your graveyard.
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Spellgorger Barbarian
  ( 4)
Creature — Human Nightmare Barbarian
(3/1)
When this creature enters, discard a card at random. When this creature leaves the battlefield, draw a card.
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Spellgorger Weird
  ( 3)
Creature — Weird
(2/2)
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
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Spellgyre
   ( 4)
Instant
Choose one — • Counter target spell. • Surveil 2, then draw two cards. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Spellheart Chimera
   ( 3)
Creature — Chimera
(*/3)
Flying, trample Spellheart Chimera's power is equal to the number of instant and sorcery cards in your graveyard.
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Spelling Bee
  ( 3)
Creature — Alien Insect
(1/1)
Flying, deathtouch Whenever this creature deals combat damage to a player, that player looks at the top card of your library and chooses a word on that card. You spell that word. If you spell it correctly, draw a card. Otherwise, scry 1.
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Spelljack
    ( 6)
Instant
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may play it without paying its mana cost for as long as it remains exiled. (If it has X in its mana cost, X is 0.)
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Spellkeeper Weird
  ( 3)
Creature — Weird
(1/4)
, , Sacrifice this creature: Return target instant or sorcery card from your graveyard to your hand.
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Spellmorph Raise Dead (playtest)
 ( 1)
Instant
Return target creature card from your graveyard to your hand. Spellmorph (You may cast this card face down as a 2/2 creature for . Cast it any time for its spellmorph cost.)
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Spellpyre Phoenix
   ( 5)
Creature — Phoenix
(4/2)
Flying When this creature enters, you may return target instant or sorcery card with a cycling ability from your graveyard to your hand. At the beginning of each end step, if you cycled two or more cards this turn, return this card from your graveyard to your hand.
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Spellrune Howler
( 0)
Creature — Werewolf
(3/4)
Whenever you cast an instant or sorcery spell, this creature gets +2/+2 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Spellrune Painter
  ( 3)
Creature — Human Shaman Werewolf
(2/3)
Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Spellscorn Coven
  ( 4)
Creature — Faerie Warlock
(2/3)
Flying When this creature enters, each opponent discards a card.
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Spellseeker
  ( 3)
Creature — Human Wizard
(1/1)
When this creature enters, you may search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.
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Spellshift
  ( 4)
Instant
Counter target instant or sorcery spell. Its controller reveals cards from the top of their library until they reveal an instant or sorcery card. That player may cast that card without paying its mana cost. Then the player shuffles.
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Spellshock
  ( 3)
Enchantment
Whenever a player casts a spell, this enchantment deals 2 damage to that player.
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Spellskite
 ( 2)
Artifact Creature — Phyrexian Horror
(0/4)
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Spellstutter Sprite
  ( 2)
Creature — Faerie Wizard
(1/1)
Flash Flying When this creature enters, counter target spell with mana value X or less, where X is the number of Faeries you control.
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Spelltithe Enforcer
   ( 5)
Creature — Elephant Wizard
(3/3)
Whenever an opponent casts a spell, that player sacrifices a permanent of their choice unless they pay .
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Spelltwine
  ( 6)
Sorcery
Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine.
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Spellweaver Duo
  ( 7)
Creature — Human Wizard
(4/4)
Assist (Another player can pay up to of this spell's cost.) When this creature enters, you may return target tapped creature to its owner's hand.
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Spellweaver Eternal
  ( 2)
Creature — Zombie Snake Wizard
(2/1)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.)
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Spellweaver Helix
 ( 3)
Artifact
Imprint — When this artifact enters, you may exile two target sorcery cards from a single graveyard. Whenever a player casts a card, if it has the same name as one of the cards exiled with this artifact, you may copy the other. If you do, you may cast the copy without paying its mana cost.
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Spellweaver Volute
   ( 5)
Enchantment — Aura
Enchant instant card in a graveyard Whenever you cast a sorcery spell, copy the enchanted instant card. You may cast the copy without paying its mana cost. If you do, exile the enchanted card and attach this Aura to another instant card in a graveyard.
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Spellwild Ouphe
  ( 2)
Creature — Ouphe
(1/3)
Spells that target this creature cost less to cast.
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Spelunking
  ( 3)
Enchantment
When this enchantment enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life. Lands you control enter untapped.
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Sphere of Annihilation
  ( 1)
Artifact
This artifact enters with X void counters on it. At the beginning of your upkeep, exile this artifact, all creatures and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in graveyards with mana value less than or equal to the number of void counters on it.
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Sphere of Duty
  ( 4)
Enchantment
If a green source would deal damage to you, prevent 2 of that damage.
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Sphere of Grace
  ( 4)
Enchantment
If a black source would deal damage to you, prevent 2 of that damage.
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Sphere of Law
  ( 4)
Enchantment
If a red source would deal damage to you, prevent 2 of that damage.
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Sphere of Purity
  ( 4)
Enchantment
If an artifact would deal damage to you, prevent 1 of that damage.
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Sphere of Reason
  ( 4)
Enchantment
If a blue source would deal damage to you, prevent 2 of that damage.
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Sphere of Safety
  ( 5)
Enchantment
Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures, where X is the number of enchantments you control.
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Sphere of the Suns
 ( 2)
Artifact
This artifact enters tapped and with three charge counters on it. , Remove a charge counter from this artifact: Add one mana of any color.
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Sphere of Truth
  ( 4)
Enchantment
If a white source would deal damage to you, prevent 2 of that damage.
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Sphinx Ambassador
   ( 7)
Creature — Sphinx
(5/5)
Flying Whenever this creature deals combat damage to a player, search that player's library for a card, then that player chooses a card name. If you searched for a creature card that doesn't have that name, you may put it onto the battlefield under your control. Then that player shuffles.
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Sphinx Mindbreaker
   ( 7)
Creature — Sphinx
(6/6)
Flying When this creature enters, each opponent mills ten cards.
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Sphinx of Clear Skies
   ( 5)
Creature — Sphinx
(5/5)
Flying, ward  Domain — Whenever this creature deals combat damage to a player, reveal the top X cards of your library, where X is the number of basic land types among lands you control. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. (Piles can be empty.)
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Sphinx of Enlightenment
   ( 6)
Creature — Sphinx
(5/5)
Flying When this creature enters, target opponent draws a card and you draw three cards.
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Sphinx of Foresight
   ( 4)
Creature — Sphinx
(4/4)
You may reveal this card from your opening hand. If you do, scry 3 at the beginning of your first upkeep. Flying At the beginning of your upkeep, scry 1.
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Sphinx of Forgotten Lore
   ( 4)
Creature — Sphinx
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying Whenever this creature attacks, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to that card's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
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Sphinx of Jwar Isle
   ( 6)
Creature — Sphinx
(5/5)
Flying Shroud (This creature can't be the target of spells or abilities.) You may look at the top card of your library any time.
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Sphinx of Lost Truths
   ( 5)
Creature — Sphinx
(3/5)
Kicker  (You may pay an additional  as you cast this spell.) Flying When this creature enters, draw three cards. Then if it wasn't kicked, discard three cards.
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Sphinx of Magosi
    ( 6)
Creature — Sphinx
(6/6)
Flying  : Draw a card, then put a +1/+1 counter on this creature.
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Sphinx of New Prahv
    ( 4)
Creature — Sphinx
(4/3)
Flying, vigilance Spells your opponents cast that target this creature cost more to cast.
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Sphinx of the Chimes
   ( 6)
Creature — Sphinx
(5/6)
Flying Discard two nonland cards with the same name: Draw four cards.
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Sphinx of the Final Word
   ( 7)
Creature — Sphinx
(5/5)
This spell can't be countered. Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.) Instant and sorcery spells you control can't be countered.
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Sphinx of the Guildpact
 ( 7)
Artifact Creature — Sphinx
(5/5)
Sphinx of the Guildpact is all colors. Flying Hexproof from monocolored (This creature can't be the target of monocolored spells or abilities your opponents control.)
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Sphinx of the Second Sun
   ( 8)
Creature — Sphinx
(6/6)
Flying At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
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Sphinx of the Steel Wind
    ( 8)
Artifact Creature — Sphinx
(6/6)
Flying, first strike, vigilance, lifelink, protection from red and from green
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Sphinx of Uthuun
   ( 7)
Creature — Sphinx
(5/6)
Flying When this creature enters, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
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Sphinx Sovereign
     ( 8)
Artifact Creature — Sphinx
(6/6)
Flying At the beginning of your end step, you gain 3 life if this creature is untapped. Otherwise, each opponent loses 3 life.
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Sphinx Summoner
   ( 5)
Artifact Creature — Sphinx
(3/3)
Flying When this creature enters, you may search your library for an artifact creature card, reveal it, put it into your hand. then shuffle.
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Sphinx-Bone Wand
 ( 7)
Artifact
Whenever you cast an instant or sorcery spell, you may put a charge counter on this artifact. If you do, this artifact deals damage equal to the number of charge counters on it to any target.
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Sphinx's Decree
  ( 2)
Sorcery
Each opponent can't cast instant or sorcery spells during that player's next turn.
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Sphinx's Disciple
   ( 5)
Creature — Human Wizard
(2/2)
Flying Inspired — Whenever this creature becomes untapped, draw a card.
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Sphinx's Insight
   ( 4)
Instant
Draw two cards. Addendum — If you cast this spell during your main phase, you gain 2 life.
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Sphinx's Tutelage
  ( 3)
Enchantment
Whenever you draw a card, target opponent mills two cards. If two nonland cards that share a color were milled this way, repeat this process.  : Draw a card, then discard a card.
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Spider Climb
 ( 1)
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +0/+3 and has reach. (It can block creatures with flying.)
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Spider Food
  ( 3)
Sorcery
Destroy up to one target artifact, enchantment, or creature with flying. Create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Spider Spawning
  ( 5)
Sorcery
Create a 1/2 green Spider creature token with reach for each creature card in your graveyard. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Spider Umbra
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has reach. (It can block creatures with flying.) Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Spidersilk Armor
  ( 3)
Enchantment
Creatures you control get +0/+1 and have reach. (They can block creatures with flying.)
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Spidersilk Net
 ( 0)
Artifact — Equipment
Equipped creature gets +0/+2 and has reach. (It can block creatures with flying.) Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Spiderwig Boggart
  ( 3)
Creature — Goblin Shaman
(2/2)
When this creature enters, target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Spidery Grasp
  ( 3)
Instant
Untap target creature. It gets +2/+4 and gains reach until end of turn. (It can block creatures with flying.)
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Spike Breeder
  ( 4)
Creature — Spike
(0/0)
This creature enters with three +1/+1 counters on it. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
, Remove a +1/+1 counter from this creature: Create a 1/1 green Spike creature token.
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Spike Cannibal
   ( 3)
Creature — Spike
(0/0)
This creature enters with a +1/+1 counter on it. When this creature enters, move all +1/+1 counters from all creatures onto it.
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Spike Colony
  ( 5)
Creature — Spike
(0/0)
This creature enters with four +1/+1 counters on it. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
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Spike Drone
 ( 1)
Creature — Spike Drone
(0/0)
This creature enters with a +1/+1 counter on it. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
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Spike Feeder
   ( 3)
Creature — Spike
(0/0)
This creature enters with two +1/+1 counters on it. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from this creature: You gain 2 life.
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Spike Hatcher
  ( 7)
Creature — Spike
(0/0)
This creature enters with six +1/+1 counters on it. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
, Remove a +1/+1 counter from this creature: Regenerate this creature.
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Spike Rogue
   ( 3)
Creature — Spike
(0/0)
This creature enters with two +1/+1 counters on it. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
, Remove a +1/+1 counter from a creature you control: Put a +1/+1 counter on this creature.
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Spike Soldier
   ( 4)
Creature — Spike Soldier
(0/0)
This creature enters with three +1/+1 counters on it. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from this creature: This creature gets +2/+2 until end of turn.
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