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Shatterstorm
   ( 4)
Sorcery
Destroy all artifacts. They can't be regenerated.
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Shauku, Endbringer
   ( 7)
Legendary Creature — Vampire
(5/5)
Flying Shauku can't attack if there's another creature on the battlefield. At the beginning of your upkeep, you lose 3 life. : Exile target creature and put a +1/+1 counter on Shauku.
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Shaun & Rebecca, Agents
    ( 4)
Legendary Creature — Human Assassin Scientist
(4/4)
Vigilance When Shaun & Rebecca enters, search your graveyard, hand, and library for a card named The Animus and put it onto the battlefield, then shuffle. : Add . When you do, mill two cards.
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Shaun, Father of Synths
   ( 5)
Legendary Creature — Human Scientist
(3/4)
Whenever you attack, you may create a tapped and attacking token that's a copy of target attacking legendary creature you control other than Shaun, except it's not legendary and it's a Synth artifact creature in addition to its other types. When Shaun leaves the battlefield, exile all Synth tokens you control.
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Shay Cormac
  ( 2)
Legendary Creature — Human Knight Rogue
(1/1)
: Permanents your opponents control lose hexproof, indestructible, protection, shroud, and ward until end of turn.
Whenever a creature an opponent controls becomes the target of a spell or ability you control, put a bounty counter on that creature. Whenever a creature with a bounty counter on it dies, put two +1/+1 counters on Shay Cormac.
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Shed Weakness
 ( 1)
Instant
Target creature gets +2/+2 until end of turn. You may remove a -1/-1 counter from it.
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Shefet Archfiend
   ( 7)
Creature — Demon
(5/5)
Flying When this creature enters, all other creatures get -2/-2 until end of turn. Cycling ( , Discard this card: Draw a card.)
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Shelkin Brownie
  ( 2)
Creature — Ouphe
(1/1)
: Target creature loses all "bands with other" abilities until end of turn.
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Shell Shield
 ( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Shell Skulkin
 ( 4)
Artifact Creature — Scarecrow
(3/2)
: Target blue creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Shelldock Isle
( 0)
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. : Add .
, : You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.
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Shellephant
   ( 3)
Creature — Turtle and/or Elephant
(?/?)
: Choose one. You may activate this ability while Shellephant is in any zone.
• Shellephant has base power and toughness 1/4. • Shellephant has base power and toughness 3/3.
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Shelob, Child of Ungoliant
   ( 6)
Legendary Creature — Spider Demon
(8/8)
Deathtouch, ward  Other Spiders you control have deathtouch and ward . Whenever another creature dealt damage this turn by a Spider you controlled dies, create a token that's a copy of that creature, except it's a Food artifact with " , , Sacrifice this token: You gain 3 life," and it loses all other card types.
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Shelob's Ambush
 ( 1)
Instant
Target creature gets +1/+2 and gains deathtouch until end of turn. Create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Shelter
  ( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Draw a card.
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Sheltered Aerie
  ( 3)
Enchantment — Aura
Enchant land Enchanted land has " : Add two mana of any one color."
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Sheltered by Ghosts
  ( 2)
Enchantment — Aura
Enchant creature you control When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield. Enchanted creature gets +1/+0 and has lifelink and ward .
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Sheltered Valley
( 0)
Land
If this land would enter, instead sacrifice each other permanent named Sheltered Valley you control, then put this land onto the battlefield. At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life. : Add .
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Sheltering Ancient
  ( 2)
Creature — Treefolk
(5/5)
Trample Cumulative upkeep—Put a +1/+1 counter on a creature an opponent controls. (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.)
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Sheltering Boughs
  ( 3)
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+3.
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Sheltering Light
 ( 1)
Instant
Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.)
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Sheltering Prayers
 ( 1)
Enchantment
Basic lands each player controls have shroud as long as that player controls three or fewer lands. (They can't be the targets of spells or abilities.)
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Sheltering Word
  ( 2)
Instant
Target creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Shenanigans
  ( 2)
Sorcery
Destroy target artifact. Dredge 1 (If you would draw a card, you may mill a card instead. If you do, return this card from your graveyard to your hand.)
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Sheoldred
   ( 5)
Legendary Creature — Phyrexian Praetor
(4/5)
Menace When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice.  : Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
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Sheoldred, the Apocalypse
   ( 4)
Legendary Creature — Phyrexian Praetor
(4/5)
Deathtouch Whenever you draw a card, you gain 2 life. Whenever an opponent draws a card, they lose 2 life.
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Sheoldred, Whispering One
   ( 7)
Legendary Creature — Phyrexian Praetor
(6/6)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) At the beginning of your upkeep, return target creature card from your graveyard to the battlefield. At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice.
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Sheoldred's Edict
  ( 2)
Instant
Choose one — • Each opponent sacrifices a nontoken creature of their choice. • Each opponent sacrifices a creature token of their choice. • Each opponent sacrifices a planeswalker of their choice.
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Sheoldred's Headcleaver
  ( 4)
Creature — Phyrexian Warrior
(2/4)
Menace Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
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Sheoldred's Restoration
  ( 4)
Sorcery
Kicker  (You may pay an additional  as you cast this spell.) Return target creature card from your graveyard to the battlefield. If this spell was kicked, you gain life equal to that card's mana value. Otherwise, you lose that much life. Exile Sheoldred's Restoration.
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Shepherd of Heroes
  ( 5)
Creature — Angel Cleric
(3/4)
Flying When this creature enters, you gain 2 life for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Shepherd of Rot
  ( 2)
Creature — Zombie Cleric
(1/1)
: Each player loses 1 life for each Zombie on the battlefield.
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Shepherd of the Clouds
  ( 5)
Creature — Pegasus
(4/3)
Flying, vigilance When this creature enters, return target permanent card with mana value 3 or less from your graveyard to your hand. Return that card to the battlefield instead if you control a Mount.
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Shepherd of the Cosmos
   ( 6)
Creature — Angel Warrior
(3/3)
Flying When this creature enters, return target permanent card with mana value 2 or less from your graveyard to the battlefield. Foretell  (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Shepherding Spirits
   ( 6)
Creature — Spirit
(4/5)
Flying Plainscycling ( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Shessra, Death's Whisper
   ( 4)
Legendary Creature — Human Elf Warlock
(1/3)
Bewitching Whispers — When Shessra enters, target creature blocks this turn if able. Whispers of the Grave — At the beginning of your end step, if a creature died this turn, you may pay 2 life. If you do, draw a card.
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Shield Bearer
  ( 2)
Creature — Human Soldier
(0/3)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a 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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Shield Broker
   ( 5)
Creature — Octopus Advisor
(3/4)
When this creature enters, put a shield counter on target noncommander creature you don't control. You gain control of that creature for as long as it has a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
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Shield Dancer
  ( 3)
Creature — Human Rebel
(1/3)
 : The next time target attacking creature would deal combat damage to this creature this turn, that creature deals that damage to itself instead.
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Shield Mare
   ( 3)
Creature — Horse
(2/3)
This creature can't be blocked by red creatures. When this creature enters or becomes the target of a spell or ability an opponent controls, you gain 3 life.
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Shield Mate
 ( 1)
Creature — Human Soldier
(1/1)
Sacrifice this creature: Target creature gets +0/+4 until end of turn.
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Shield of Kaldra
 ( 4)
Legendary Artifact — Equipment
Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra have indestructible. Equipped creature has indestructible. (Damage and effects that say "destroy" don't destroy it.) Equip 
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Shield of the Ages
 ( 2)
Artifact
: Prevent the next 1 damage that would be dealt to you this turn.
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Shield of the Avatar
 ( 1)
Artifact — Equipment
If a source would deal damage to equipped creature, prevent X of that damage, where X is the number of creatures you control. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Shield of the Oversoul
  ( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) As long as enchanted creature is white, it gets +1/+1 and has flying.
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Shield of the Realm
 ( 2)
Artifact — Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage. Equip 
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Shield of the Righteous
  ( 2)
Artifact — Equipment
Equipped creature gets +0/+2 and has vigilance. Whenever equipped creature blocks a creature, that creature doesn't untap during its controller's next untap step. Equip 
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Shield Sphere
 ( 0)
Artifact Creature — Wall
(0/6)
Defender Whenever this creature blocks, put a -0/-1 counter on it.
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Shield Wall
  ( 2)
Instant
Creatures you control get +0/+2 until end of turn.
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Shielded by Faith
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has indestructible. Whenever a creature enters, you may attach this Aura to that creature.
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Shielded Passage
 ( 1)
Instant
Prevent all damage that would be dealt to target creature this turn.
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Shieldhide Dragon
  ( 6)
Creature — Dragon
(3/3)
Flying, lifelink Megamorph   (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, put a +1/+1 counter on each other Dragon creature you control.
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Shielding Plax
  ( 3)
Enchantment — Aura
( can be paid with either or .) Enchant creature When this Aura enters, draw a card. Enchanted creature can't be the target of spells or abilities your opponents control.
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Shieldmage Advocate
  ( 3)
Creature — Human Cleric
(1/3)
: Return target card from an opponent's graveyard to their hand. Prevent all damage that would be dealt to any target this turn by a source of your choice.
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Shieldmage Elder
  ( 6)
Creature — Human Cleric Wizard
(2/3)
Tap two untapped Clerics you control: Prevent all damage target creature would deal this turn. Tap two untapped Wizards you control: Prevent all damage target spell would deal this turn.
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Garenbrig Carver (Shield's Might)
  ( 2)
Instant — Adventure
Target creature gets +2/+2 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Shields of Velis Vel
 ( 1)
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.) Creatures target player controls get +0/+1 and gain all creature types until end of turn.
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Shield-Wall Sentinel
 ( 4)
Artifact Creature — Golem
(1/3)
Defender When this creature enters, you may search your library for a creature card with defender, reveal it, put it into your hand, then shuffle.
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Shifting Borders
  ( 4)
Instant — Arcane
Exchange control of two target lands. Splice onto Arcane  (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Shifting Ceratops
   ( 4)
Creature — Dinosaur
(5/4)
This spell can't be countered. Protection from blue (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything blue.) : This creature gains your choice of reach, trample, or haste until end of turn.
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Shifting Grift
  ( 2)
Sorcery
Spree (Choose one or more additional costs.) + — Exchange control of two target creatures. + — Exchange control of two target artifacts. + — Exchange control of two target enchantments.
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Shifting Loyalties
  ( 6)
Sorcery
Exchange control of two target permanents that share a card type. (Artifact, creature, enchantment, land, and planeswalker are card types.)
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Shifting Shadow
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has haste and "At the beginning of your upkeep, destroy this creature. Reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and attach Shifting Shadow to it, then put all other cards revealed this way on the bottom of your library in a random order."
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Shifting Sky
  ( 3)
Enchantment
As this enchantment enters, choose a color. All nonland permanents are the chosen color.
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Shifting Sliver
  ( 4)
Creature — Sliver
(2/2)
Slivers can't be blocked except by Slivers.
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Shifting Wall
 ( 0)
Artifact Creature — Wall
(0/0)
Defender (This creature can't attack.) This creature enters with X +1/+1 counters on it.
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Shifty Doppelganger
  ( 3)
Creature — Shapeshifter
(1/1)
 , Exile this creature: You may put a creature card from your hand onto the battlefield. If you do, that creature gains haste until end of turn. At the beginning of the next end step, sacrifice that creature. If you do, return this card to the battlefield.
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Shiko and Narset, Unified
    ( 4)
Legendary Creature — Human Spirit Dragon
(4/4)
Flying, vigilance Flurry — Whenever you cast your second spell each turn, copy that spell if it targets a permanent or player, and you may choose new targets for the copy. If you don't copy a spell this way, draw a card.
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Shiko, Paragon of the Way
    ( 5)
Legendary Creature — Spirit Dragon
(4/5)
Flying, vigilance When Shiko enters, exile target nonland card with mana value 3 or less from your graveyard. Copy it, then you may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)
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Shilgengar, Sire of Famine
   ( 5)
Legendary Creature — Elder Demon
(6/6)
Flying Sacrifice another creature: Create a Blood token. If you sacrificed an Angel this way, create a number of Blood tokens equal to its toughness instead.   , Sacrifice six Blood tokens: Return each creature card from your graveyard to the battlefield with a finality counter on it. Those creatures are Vampires in addition to their other types.
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Shimatsu the Bloodcloaked
  ( 4)
Legendary Creature — Demon Spirit
(0/0)
As Shimatsu enters, sacrifice any number of permanents. Shimatsu enters with that many +1/+1 counters on it.
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Shimian Specter
   ( 4)
Creature — Specter
(2/2)
Flying Whenever this creature deals combat damage to a player, that player reveals their hand. You choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles.
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Shimmer
   ( 4)
Enchantment
As this enchantment enters, choose a land type. Each land of the chosen type has phasing. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Shimmer Dragon
   ( 6)
Creature — Dragon
(5/6)
Flying As long as you control four or more artifacts, this creature has hexproof. (It can't be the target of spells or abilities your opponents control.) Tap two untapped artifacts you control: Draw a card.
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Shimmer Myr
 ( 3)
Artifact Creature — Myr
(2/2)
Flash You may cast artifact spells as though they had flash.
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Shimmer of Possibility
  ( 2)
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
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Shimmerdrift Vale
( 0)
Snow Land
This land enters tapped. As this land enters, choose a color. : Add one mana of the chosen color.
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Shimmering Barrier
  ( 2)
Creature — Wall
(1/3)
Defender (This creature can't attack.) First strike Cycling ( , Discard this card: Draw a card.)
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Shimmering Efreet
  ( 3)
Creature — Efreet
(2/2)
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Whenever this creature phases in, target creature phases out. (It phases in before its controller untaps during their next untap step.)
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Shimmering Glasskite
  ( 4)
Creature — Spirit
(2/3)
Flying Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability.
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