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Start from Scratch
  ( 3)
Sorcery — Lesson
Choose one — • Start from Scratch deals 1 damage to any target. • Destroy target artifact.
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Start the TARDIS
  ( 2)
Sorcery
Surveil 2, then draw a card. You may planeswalk. (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.) Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Start Your Engines
  ( 4)
Sorcery
Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
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Start//Fire (playtest)
  ( 3)
Instant
Create two 1/1 white Warrior creature tokens with vigilance. // Fire  
Instant Fire deals 2 damage divided as you choose among one or two targets.
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Starting Column
 ( 3)
Artifact
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) : Add one mana of any color.
Max speed — , Sacrifice this artifact: Draw two cards, then discard a card.
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Startle
  ( 2)
Instant
Target creature gets -2/-0 until end of turn. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) Draw a card.
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Startled Awake
   ( 4)
Sorcery
Target opponent mills thirteen cards.   : Put this card from your graveyard onto the battlefield transformed. Activate only as a sorcery.
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Startling Development
  ( 2)
Instant
Until end of turn, target creature becomes a blue Serpent with base power and toughness 4/4. Cycling ( , Discard this card: Draw a card.)
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Starved Rusalka
 ( 1)
Creature — Spirit
(1/1)
, Sacrifice a creature: You gain 1 life.
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Starving Revenant
   ( 4)
Creature — Spirit Horror
(4/4)
When this creature enters, surveil 2. Then for each card you put on top of your library, you draw a card and you lose 3 life. Descend 8 — Whenever you draw a card, if there are eight or more permanent cards in your graveyard, target opponent loses 1 life and you gain 1 life.
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Stasis
  ( 2)
Enchantment
Players skip their untap steps. At the beginning of your upkeep, sacrifice this enchantment unless you pay .
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Stasis Cell
  ( 5)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step.  : Attach this Aura to target creature.
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Stasis Cocoon
  ( 2)
Enchantment — Aura
Enchant artifact Enchanted artifact can't attack or block, and its activated abilities can't be activated.
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Stasis Field
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has base power and toughness 0/2, has defender, and loses all other abilities.
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Stasis Snare
   ( 3)
Enchantment
Flash (You may cast this spell any time you could cast an instant.) When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield.
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Statecraft
  ( 4)
Enchantment
Prevent all combat damage that would be dealt to and dealt by creatures you control.
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Static Discharge
  ( 2)
Sorcery
Static Discharge deals X damage to any target, where X is 3 plus the number of charge counters on Static Discharge. Then put a perpetual charge counter on this card and each card named Static Discharge in your hand, library, and graveyard.
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Static Net
  ( 4)
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. When this enchantment enters, you gain 2 life and create a tapped Powerstone token. (It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")
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Static Orb
 ( 3)
Artifact
As long as this artifact is untapped, players can't untap more than two permanents during their untap steps.
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Static Prison
 ( 1)
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get  (two energy counters). At the beginning of your first main phase, sacrifice this enchantment unless you pay .
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Static Snare
  ( 5)
Enchantment
Flash This spell costs less to cast for each attacking creature. When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.
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Statute of Denial
   ( 4)
Instant
Counter target spell. If you control a blue creature, draw a card, then discard a card.
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Staunch Crewmate
  ( 2)
Creature — Human Pirate
(2/1)
When this creature enters, look at the top four cards of your library. You may reveal an artifact or Pirate 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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Staunch Defenders
   ( 5)
Creature — Human Soldier
(3/4)
When this creature enters, you gain 4 life.
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Staunch Throneguard
 ( 5)
Artifact Creature — Construct
(2/5)
Vigilance When this creature enters, you become the monarch.
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Staunch-Hearted Warrior
  ( 4)
Creature — Human Warrior
(2/2)
Heroic — Whenever you cast a spell that targets this creature, put two +1/+1 counters on this creature.
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Stave Off
 ( 1)
Instant
Target creature gains protection from the color of your choice until end of turn.
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Stay Hidden, Stay Silent
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.   : Shuffle enchanted creature into its owner's library, then manifest dread. Activate only as a sorcery.
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Staying Power
  ( 3)
Enchantment
"Until end of turn" and "this turn" effects don't end.
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Steadfast Armasaur
  ( 4)
Creature — Dinosaur
(2/3)
Vigilance  , : This creature deals damage equal to its toughness to target creature blocking or blocked by it.
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Steadfast Cathar
  ( 2)
Creature — Human Soldier
(2/1)
Whenever this creature attacks, it gets +0/+2 until end of turn.
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Steadfast Guard
  ( 2)
Creature — Human Rebel
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Steadfast Sentry
  ( 3)
Creature — Human Soldier
(3/2)
Vigilance (Attacking doesn't cause this creature to tap.) When this creature dies, put a +1/+1 counter on target creature you control.
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Steadfast Unicorn
 ( 1)
Creature — Unicorn
(1/2)
 : Creatures you control get +1/+1 and gain vigilance until end of turn. Activate only during your turn. (Attacking doesn't cause them to tap.)
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Steadfastness
  ( 2)
Sorcery
Creatures you control get +0/+3 until end of turn.
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Steady Aim
  ( 2)
Instant
Untap target creature. It gets +1/+4 and gains reach until end of turn.
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Steady Progress
  ( 3)
Instant
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Draw a card.
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Steady-Handed Mook
  ( 3)
Creature — Human Rigger
(1/1)
Deathtouch When this creature enters, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Steal Artifact
   ( 4)
Enchantment — Aura
Enchant artifact You control enchanted artifact.
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Steal Enchantment
  ( 2)
Enchantment — Aura
Enchant enchantment You control enchanted enchantment.
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Steal Strength
  ( 2)
Instant
Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.
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Stealer of Secrets
  ( 3)
Creature — Human Rogue
(2/2)
Whenever this creature deals combat damage to a player, draw a card.
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Stealth Mission
  ( 3)
Sorcery
Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn.
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Steam Augury
   ( 4)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
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Steam Blast
  ( 3)
Sorcery
Steam Blast deals 2 damage to each creature and each player.
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Steam Catapult
   ( 5)
Creature — Human Soldier
(2/3)
: Destroy target tapped creature. Activate only during your turn, before attackers are declared.
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Scalding Viper (Steam Clean)
  ( 2)
Sorcery — Adventure
Return target nonland permanent to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
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Steam Frigate
  ( 3)
Creature — Human Pirate
(3/3)
This creature can't attack unless defending player controls an Island.
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Steam Spitter
  ( 5)
Creature — Spider
(1/5)
Reach (This creature can block creatures with flying.) : This creature gets +1/+0 until end of turn.
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Steam Vents
( 0)
Land — Island Mountain
( : Add or .) As this land enters, you may pay 2 life. If you don't, it enters tapped.
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Steam Vines
   ( 3)
Enchantment — Aura
Enchant land When enchanted land becomes tapped, destroy it and this Aura deals 1 damage to that land's controller. That player attaches this Aura to a land of their choice.
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Steamclaw
 ( 2)
Artifact
, : Exile target card from a graveyard.
, Sacrifice this artifact: Exile target card from a graveyard.
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Steamcore Scholar
  ( 3)
Creature — Weird Detective
(2/2)
Flying, vigilance When this creature enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.
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Steamcore Weird
  ( 4)
Creature — Weird
(1/3)
When this creature enters, if was spent to cast it, it deals 2 damage to any target.
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Steamflogger Boss
  ( 4)
Creature — Goblin Rigger
(3/3)
Other Riggers you control get +1/+0 and have haste. If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
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Steamflogger of the Month
   ( 5)
Creature — Goblin Rigger
(3/3)
When this creature enters, it assembles a Contraption for each Contraption you control. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Steamflogger Service Rep
  ( 3)
Creature — Goblin Rigger
(1/1)
Whenever another Goblin you control enters, you may pay . If you do, this creature assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Steamflogger Temp
  ( 2)
Creature — Goblin Rigger
(2/1)
, : This creature assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Steamfloggery
   ( 6)
Instant
Roll a six-sided die. Assemble a number of Contraptions equal to the result. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Roaring Furnace // Steaming Sauna (Steaming Sauna)
   ( 5)
Enchantment — Room
You have no maximum hand size. At the beginning of your end step, draw a card. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Steampath Charger
  ( 2)
Creature — Lizard Warlock
(2/1)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature dies, it deals 1 damage to target player.
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Steam-Powered
( 0)
Artifact Creature — Construct
(+0/+4)
:
Augment ( , Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
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Steel Dromedary
 ( 3)
Artifact Creature — Camel
(2/2)
This creature enters tapped with two +1/+1 counters on it. This creature doesn't untap during your untap step if it has a +1/+1 counter on it. At the beginning of combat on your turn, you may move a +1/+1 counter from this creature onto target creature.
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Steel Exemplar
 ( 5)
Artifact Creature — Wizard
(4/4)
Trample This creature enters with two +1/+1 counters on it unless two or more colors of mana were spent to cast it.
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Steel Golem
 ( 3)
Artifact Creature — Golem
(3/4)
You can't cast creature spells.
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Steel Hellkite
 ( 6)
Artifact Creature — Dragon
(5/5)
Flying : This creature gets +1/+0 until end of turn.
: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
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Steel Leaf Champion
   ( 3)
Creature — Elf Knight
(5/4)
This creature can't be blocked by creatures with power 2 or less.
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Steel Leaf Paladin
   ( 6)
Creature — Elf Knight
(4/4)
First strike When this creature enters, return a green or white creature you control to its owner's hand.
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Steel of the Godhead
  ( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
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Steel Overseer
 ( 2)
Artifact Creature — Construct
(1/1)
: Put a +1/+1 counter on each artifact creature you control.
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Steel Sabotage
 ( 1)
Instant
Choose one — • Counter target artifact spell. • Return target artifact to its owner's hand.
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Steel Seraph
 ( 6)
Artifact Creature — Angel
(5/4)
Flying At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn. //PRT-Prototype_Mech//   
Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/3
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Steel Squirrel
 ( 2)
Artifact Creature — Squirrel
(1/1)
Whenever you roll a 5 or higher on a die, this creature gets +X/+X until end of turn, where X is the result. : Roll a six-sided die.
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Steel Wall
 ( 1)
Artifact Creature — Wall
(0/4)
Defender (This creature can't attack.)
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Steelbane Hydra
   ( 2)
Creature — Turtle Hydra
(0/0)
This creature enters with X +1/+1 counters on it.  , Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
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Steelburr Champion
  ( 3)
Creature — Mouse Soldier
(1/1)
Offspring  (You may pay an additional  as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Vigilance Whenever an opponent casts a noncreature spell, put a +1/+1 counter on this creature.
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Steelclad Serpent
  ( 6)
Artifact Creature — Serpent
(4/5)
This creature can't attack unless you control another artifact.
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Steelclad Spirit
  ( 2)
Creature — Spirit
(3/3)
Defender Whenever an enchantment you control enters, this creature can attack this turn as though it didn't have defender.
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Steelclaw Lance
  ( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Equip Knight  Equip 
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Steelfin Whale
  ( 6)
Creature — Whale
(3/4)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Whenever an artifact you control enters, untap this creature.
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Steelform Sliver
  ( 3)
Creature — Sliver
(2/2)
Sliver creatures you control get +0/+1.
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Steelgaze Griffin
  ( 5)
Creature — Griffin
(2/4)
Flying Whenever you draw your second card each turn, this creature gets +2/+0 until end of turn.
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Steeling Stance
   ( 3)
Instant
Creatures you control get +1/+1 until end of turn. Forecast — , Reveal this card from your hand: Target creature gets +1/+1 until end of turn. (Activate only during your upkeep and only once each turn.)
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Steel-Plume Marshal
   ( 5)
Creature — Bird Soldier
(3/3)
Flying Whenever this creature attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
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Steelshaper's Gift
 ( 1)
Sorcery
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
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Steely Resolve
  ( 2)
Enchantment
As this enchantment enters, choose a creature type. Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
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Steeple Creeper
  ( 3)
Creature — Frog Snake
(4/2)
 : This creature gains flying until end of turn.
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Steer Clear
 ( 1)
Instant
Steer Clear deals 2 damage to target attacking or blocking creature. Steer Clear deals 4 damage to that creature instead if you controlled a Mount as you cast this spell.
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Stella Lee, Wild Card
   ( 3)
Legendary Creature — Human Rogue
(2/4)
Whenever you cast your second spell each turn, exile the top card of your library. Until the end of your next turn, you may play that card. : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if you've cast three or more spells this turn.
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Stench of Decay
   ( 3)
Instant
Nonartifact creatures get -1/-1 until end of turn.
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Stench of Evil
   ( 4)
Sorcery
Destroy all Plains. For each land destroyed this way, Stench of Evil deals 1 damage to that land's controller unless they pay .
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Stenchskipper
  ( 4)
Creature — Elemental
(6/5)
Flying At the beginning of the end step, if you control no Goblins, sacrifice this creature.
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