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Shimmering Mirage
  ( 2)
Instant
Target land becomes the basic land type of your choice until end of turn. Draw a card.
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Shimmering Wings
 ( 1)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) : Return this Aura to its owner's hand.
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Shimmerscale Drake
  ( 5)
Creature — Drake
(3/4)
Flying Cycling ( , Discard this card: Draw a card.)
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Shimmerwing Chimera
  ( 4)
Enchantment Creature — Chimera
(3/2)
Flying At the beginning of your upkeep, return up to one other target enchantment you control to its owner's hand.
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Shinechaser
   ( 3)
Creature — Faerie
(1/1)
Flying, vigilance This creature gets +1/+1 as long as you control an artifact. This creature gets +1/+1 as long as you control an enchantment.
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Shinen of Fear's Chill
  ( 5)
Creature — Spirit
(3/2)
This creature can't block. Channel —  , Discard this card: Target creature can't block this turn.
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Shinen of Flight's Wings
  ( 5)
Creature — Spirit
(3/3)
Flying Channel — , Discard this card: Target creature gains flying until end of turn.
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Shinen of Fury's Fire
  ( 3)
Creature — Spirit
(2/1)
Haste Channel — , Discard this card: Target creature gains haste until end of turn.
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Shinen of Life's Roar
  ( 2)
Creature — Spirit
(1/2)
All creatures able to block this creature do so. Channel —   , Discard this card: All creatures able to block target creature this turn do so.
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Shinen of Stars' Light
  ( 3)
Creature — Spirit
(2/1)
First strike Channel —  , Discard this card: Target creature gains first strike until end of turn.
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Shineshadow Snarl
( 0)
Land
As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped. : Add or .
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Shinewend
  ( 2)
Creature — Elemental
(0/0)
Flying This creature enters with a +1/+1 counter on it.  , Remove a +1/+1 counter from this creature: Destroy target enchantment.
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Shining Armor
  ( 2)
Artifact — Equipment
Flash When this Equipment enters, attach it to target Knight you control. Equipped creature gets +0/+2 and has vigilance. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Shining Shoal
   ( 2)
Instant — Arcane
You may exile a white card with mana value X from your hand rather than pay this spell's mana cost. The next X damage that a source of your choice would deal to you and/or creatures you control this turn is dealt to any target instead.
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Shinka Gatekeeper
  ( 3)
Creature — Ogre Warrior
(3/2)
Whenever this creature is dealt damage, it deals that much damage to you.
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Shiny Impetus
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Shipbreaker Kraken
   ( 6)
Creature — Kraken
(6/6)
  : Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, tap up to four target creatures. Those creatures don't untap during their controllers' untap steps for as long as you control this creature.
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Shipwreck Dowser
   ( 5)
Creature — Merfolk Wizard
(3/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target instant or sorcery card from your graveyard to your hand.
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Shipwreck Looter
  ( 2)
Creature — Human Pirate
(2/1)
Raid — When this creature enters, if you attacked this turn, you may draw a card. If you do, discard a card.
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Shipwreck Marsh
( 0)
Land
This land enters tapped unless you control two or more other lands. : Add or .
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Shipwreck Sentry
  ( 2)
Creature — Human Pirate
(3/3)
Defender As long as an artifact entered the battlefield under your control this turn, this creature can attack as though it didn't have defender.
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Shipwreck Sifters
  ( 2)
Creature — Spirit
(1/2)
When this creature enters, draw a card, then discard a card. Whenever you discard a Spirit card or a card with disturb, put a +1/+1 counter on this creature.
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Shire Scarecrow
 ( 2)
Artifact Creature — Scarecrow
(0/3)
Defender : Add one mana of any color. Activate only once each turn.
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Shire Shirriff
  ( 2)
Creature — Halfling Soldier
(2/2)
Vigilance When this creature enters, you may sacrifice a token. When you do, exile target creature an opponent controls until this creature leaves the battlefield.
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Shirei, Shizo's Caretaker
  ( 5)
Legendary Creature — Spirit
(2/2)
Whenever a creature with power 1 or less is put into your graveyard from the battlefield, you may return that card to the battlefield at the beginning of the next end step if Shirei is still on the battlefield.
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Shisato, Whispering Hunter
  ( 4)
Legendary Creature — Snake Warrior
(2/2)
At the beginning of your upkeep, sacrifice a Snake. Whenever Shisato deals combat damage to a player, that player skips their next untap step.
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Shivan Branch-Burner
   ( 7)
Creature — Dragon
(4/4)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Flying, haste
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Shivan Devastator
  ( 1)
Creature — Dragon Hydra
(0/0)
Flying, haste This creature enters with X +1/+1 counters on it.
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Shivan Dragon
   ( 6)
Creature — Dragon
(5/5)
Flying : This creature gets +1/+0 until end of turn.
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Shivan Fire
 ( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Shivan Fire deals 2 damage to target creature. If this spell was kicked, it deals 4 damage instead.
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Shivan Harvest
  ( 2)
Enchantment
 , Sacrifice a creature: Destroy target nonbasic land.
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Shivan Hellkite
   ( 7)
Creature — Dragon
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)  : This creature deals 1 damage to any target.
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Shivan Phoenix
   ( 6)
Creature — Phoenix
(3/4)
Flying When this creature dies, return it to its owner's hand.
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Shivan Raptor
  ( 3)
Creature — Dinosaur
(3/1)
First strike, haste 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.)
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Shivan Sand-Mage
   ( 4)
Creature — Lizard Shaman
(3/2)
When this creature enters, choose one — • Remove two time counters from target permanent or suspended card. • Put two time counters on target permanent with a time counter on it or suspended card. Suspend 4—
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Shivan Wumpus
  ( 4)
Creature — Beast
(6/6)
Trample When this creature enters, any player may sacrifice a land of their choice. If a player does, put this creature on top of its owner's library.
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Shivan Wurm
   ( 5)
Creature — Wurm
(7/7)
Trample When this creature enters, return a red or green creature you control to its owner's hand.
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Shiv's Embrace
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying. : Enchanted creature gets +1/+0 until end of turn.
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Shoal Kraken
  ( 5)
Creature — Kraken
(3/5)
Constellation — Whenever an enchantment you control enters, you may draw a card. If you do, discard a card.
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Shoal Serpent
  ( 6)
Creature — Serpent
(5/5)
Defender Landfall — Whenever a land you control enters, this creature loses defender until end of turn.
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Shock
 ( 1)
Instant
Shock deals 2 damage to any target.
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Shock Brigade
  ( 2)
Creature — Goblin Soldier
(1/3)
Menace (This creature can't be blocked except by two or more creatures.) Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
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Shock Troops
  ( 4)
Creature — Human Soldier
(2/2)
Sacrifice this creature: It deals 2 damage to any target.
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Shocker
  ( 2)
Creature — Insect
(1/1)
Whenever this creature deals damage to a player, that player discards all the cards in their hand, then draws that many cards.
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Shocking Grasp
  ( 2)
Instant
Target creature gets -2/-0 until end of turn. Draw a card.
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Shocking Sharpshooter
  ( 2)
Creature — Human Archer
(1/3)
Reach Whenever another creature you control enters, this creature deals 1 damage to target opponent.
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Shockmaw Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying Whenever this creature deals combat damage to a player, it deals 1 damage to each creature that player controls.
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Shoe Tree
  ( 5)
Creature — Treefolk
(3/3)
This creature enters with up to two shoe counters on it. Use your shoes as counters. This creature gets +1/+1 for each shoe counter on it.
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Shoot Down
  ( 4)
Sorcery
Exile target artifact, enchantment, or creature with flying.
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Shoot the Sheriff
  ( 2)
Instant
Destroy target non-outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Everyone else is fair game.)
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Shore Snapper
  ( 3)
Creature — Beast
(2/2)
: This creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
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Shore Up
 ( 1)
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
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Shorecrasher Mimic
  ( 2)
Creature — Shapeshifter
(2/1)
Whenever you cast a spell that's both green and blue, this creature has base power and toughness 5/3 until end of turn and gains trample until end of turn.
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Shoreline Looter
  ( 2)
Creature — Rat Rogue
(1/1)
This creature can't be blocked. Threshold — Whenever this creature deals combat damage to a player, draw a card. Then discard a card unless seven or more cards are in your graveyard.
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Shoreline Ranger
  ( 6)
Creature — Bird Soldier Ranger
(3/4)
Flying Islandcycling ( , Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
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Shoreline Salvager
  ( 4)
Creature — Surrakar
(3/3)
Whenever this creature deals combat damage to a player, if you control an Island, you may draw a card.
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Shoreline Scout
 ( 1)
Creature — — Merfolk Scout
(1/1)
When Shoreline Scout enters the battlefield, you may exile a Merfolk card or a land card from your hand. If you do, conjure a card named Tropical Island into your hand. As long as another Merfolk or an Island entered the battlefield under your control this turn, Shoreline Scout gets +1/+0.
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Shorikai, Genesis Engine
   ( 4)
Legendary Artifact — Vehicle
(8/8)
, : Draw two cards, then discard a card. Create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.) Shorikai, Genesis Engine can be your commander.
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Short Bow
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and has vigilance and reach. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Short Circuit
  ( 2)
Enchantment — Aura
Flash Enchant artifact or creature As long as enchanted permanent is a creature, it gets -3/-0 and loses flying.
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Short Sword
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Shortcut Seeker
  ( 4)
Creature — Human Rogue
(2/5)
Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
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Shortcut to Mushrooms
  ( 2)
Enchantment
When this enchantment enters, the Ring tempts you. At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on target creature you control.
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Shoulder to Shoulder
  ( 3)
Sorcery
Support 2. (Put a +1/+1 counter on each of up to two target creatures.) Draw a card.
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Shoving Match
  ( 3)
Instant
Until end of turn, all creatures gain " : Tap target creature."
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Show and Tell
  ( 3)
Sorcery
Each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield.
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Show of Confidence
  ( 2)
Instant
When you cast this spell, copy it for each other instant and sorcery spell you've cast this turn. You may choose new targets for the copies. Put a +1/+1 counter on target creature. It gains vigilance until end of turn.
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Show of Valor
  ( 2)
Instant
Target creature gets +2/+4 until end of turn.
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Showdown of the Skalds
   ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards. II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
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Shower of Arrows
  ( 3)
Instant
Destroy target artifact, enchantment, or creature with flying. Scry 1.
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Shower of Coals
   ( 5)
Sorcery
Shower of Coals deals 2 damage to each of up to three targets. Threshold — Shower of Coals deals 4 damage to each of those permanents and/or players instead if seven or more cards are in your graveyard.
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Shower of Sparks
 ( 1)
Instant
Shower of Sparks deals 1 damage to target creature and 1 damage to target player or planeswalker.
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Showstopper
   ( 3)
Instant
Until end of turn, creatures you control gain "When this creature dies, it deals 2 damage to target creature an opponent controls."
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Showstopping Surprise
   ( 5)
Instant
Choose target creature you control. Turn it face up if it's face down. Then it deals damage equal to its power to each other creature.
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Shrapnel Blast
  ( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact. Shrapnel Blast deals 5 damage to any target.
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Shrapnel Slinger
  ( 2)
Artifact Creature — Phyrexian Beast
(2/2)
When this creature enters, you may sacrifice a creature. When you do, destroy target artifact an opponent controls.
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Shredded Sails
  ( 2)
Instant
Choose one — • Destroy target artifact. • Shredded Sails deals 4 damage to target creature with flying. Cycling ( , Discard this card: Draw a card.)
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Shredding Winds
  ( 3)
Instant
Shredding Winds deals 7 damage to target creature with flying.
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Shreds of Sanity
  ( 3)
Sorcery
Return up to one target instant card and up to one target sorcery card from your graveyard to your hand, then discard a card. Exile Shreds of Sanity.
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Shrewd Hatchling
  ( 4)
Creature — Elemental
(6/6)
This creature enters with four -1/-1 counters on it. : Target creature can't block this creature this turn.
Whenever you cast a blue spell, remove a -1/-1 counter from this creature. Whenever you cast a red spell, remove a -1/-1 counter from this creature.
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Shrewd Negotiation
  ( 5)
Sorcery
Exchange control of target artifact you control and target artifact or creature you don't control.
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