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Silver Wyvern
   ( 5)
Creature — Drake
(4/3)
Flying : Change the target of target spell or ability that targets only this creature. The new target must be a creature.
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Silverback Elder
    ( 5)
Creature — Ape Shaman
(5/7)
Whenever you cast a creature spell, choose one — • Destroy target artifact or enchantment. • Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. • You gain 4 life.
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Silverback Shaman
   ( 5)
Creature — Ape Shaman
(5/4)
Trample When this creature dies, draw a card.
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Silverbeak Griffin
  ( 2)
Creature — Griffin
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Silverblade Paladin
   ( 3)
Creature — Human Knight
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have double strike.
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Silverchase Fox
  ( 2)
Creature — Fox
(2/2)
 , Sacrifice this creature: Exile target enchantment.
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Silverclad Ferocidons
   ( 7)
Creature — Dinosaur
(8/5)
Enrage — Whenever this creature is dealt damage, each opponent sacrifices a permanent of their choice.
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Silverflame Ritual
  ( 4)
Sorcery
Put a +1/+1 counter on each creature you control. Adamant — If at least three white mana was spent to cast this spell, creatures you control gain vigilance until end of turn.
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Silverfur Partisan
  ( 3)
Creature — Wolf Warrior
(2/2)
Trample Whenever a Wolf or Werewolf you control becomes the target of an instant or sorcery spell, create a 2/2 green Wolf creature token.
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Silvergill Adept
  ( 2)
Creature — Merfolk Wizard
(2/1)
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay . When this creature enters, draw a card.
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Silvergill Douser
  ( 2)
Creature — Merfolk Wizard
(1/1)
: Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control.
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Silverglade Elemental
  ( 5)
Creature — Elemental
(4/4)
When this creature enters, you may search your library for a Forest card, put that card onto the battlefield, then shuffle.
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Silver-Inlaid Dagger
 ( 1)
Artifact — Equipment
Equipped creature gets +2/+0. As long as equipped creature is a Human, it gets an additional +1/+0. Equip 
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Silverpelt Werewolf
( 0)
Creature — Werewolf
(4/5)
Whenever this creature deals combat damage to a player, draw a card. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Silverquill Apprentice
  ( 2)
Creature — Human Warlock
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature gets +1/+0 until end of turn.
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Silverquill Command
   ( 4)
Sorcery
Choose two — • Target creature gets +3/+3 and gains flying until end of turn. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Target player draws a card and loses 1 life. • Target opponent sacrifices a creature of their choice.
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Silverquill Lecturer
  ( 5)
Creature — Kor Wizard
(3/3)
Creature spells you cast have demonstrate. (Whenever you cast a creature spell, you may copy it. If you do, choose an opponent to also copy it. Each copy becomes a token.)
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Silverquill Pledgemage
   ( 3)
Creature — Vampire Cleric
(3/1)
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gains your choice of flying or lifelink until end of turn.
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Silverquill Silencer
  ( 2)
Creature — Human Cleric
(3/2)
As this creature enters, choose a nonland card name. Whenever an opponent casts a spell with the chosen name, they lose 3 life and you draw a card.
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Silverskin Armor
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and is an artifact in addition to its other types. Equip 
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Silversmote Ghoul
  ( 3)
Creature — Zombie Vampire
(3/1)
At the beginning of your end step, if you gained 3 or more life this turn, return this card from your graveyard to the battlefield tapped.  , Sacrifice this creature: Draw a card.
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Silverstorm Samurai
   ( 6)
Creature — Fox Samurai
(3/3)
Flash Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Silverstrike
  ( 4)
Instant
Destroy target attacking creature. You gain 3 life.
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Silverwing Squadron
  ( 6)
Creature — Human Knight
(*/*)
Flying, vigilance Silverwing Squadron's power and toughness are each equal to the number of creatures you control. Whenever this creature attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.
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Sima Yi, Wei Field Marshal
  ( 6)
Legendary Creature — Human Soldier
(*/4)
Sima Yi's power is equal to the number of Swamps you control.
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Simian Brawler
  ( 4)
Creature — Ape Warrior
(3/3)
Discard a land card: This creature gets +1/+1 until end of turn.
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Simian Grunts
  ( 3)
Creature — Ape
(3/4)
Flash 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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Simian Sling
 ( 1)
Artifact Creature — Equipment Monkey
(1/1)
Equipped creature gets +1/+1. Whenever this creature or equipped creature becomes blocked, it deals 1 damage to defending player. Reconfigure ( : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Simic Ascendancy
  ( 2)
Enchantment
  : Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment. At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
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Simic Basilisk
   ( 6)
Creature — Basilisk Mutant
(0/0)
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)  : Until end of turn, target creature with a +1/+1 counter on it gains "Whenever this creature deals combat damage to a creature, destroy that creature at end of combat."
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Simic Charm
  ( 2)
Instant
Choose one — • Target creature gets +3/+3 until end of turn. • Permanents you control gain hexproof until end of turn. • Return target creature to its owner's hand.
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Simic Fluxmage
  ( 3)
Creature — Merfolk Wizard
(1/2)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)  , : Move a +1/+1 counter from this creature onto target creature.
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Simic Growth Chamber
( 0)
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. : Add  .
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Simic Initiate
 ( 1)
Creature — Human Mutant
(0/0)
Graft 1 (This creature enters with a +1/+1 counter on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
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Simic Manipulator
   ( 3)
Creature — Mutant Wizard
(0/1)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) , Remove one or more +1/+1 counters from this creature: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.
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Simic Sky Swallower
   ( 7)
Creature — Leviathan
(6/6)
Flying, trample Shroud (This creature can't be the target of spells or abilities.)
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Simoon
  ( 2)
Instant
Simoon deals 1 damage to each creature target opponent controls.
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Simplify
 ( 1)
Sorcery
Each player sacrifices an enchantment of their choice.
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Simulacrum
  ( 2)
Instant
You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.
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Simulacrum Synthesizer
  ( 3)
Artifact
When this artifact enters, scry 2. Whenever another artifact you control with mana value 3 or greater enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
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Sin Collector
   ( 3)
Creature — Human Cleric
(2/1)
When this creature enters, target opponent reveals their hand. You choose an instant or sorcery card from it and exile that card.
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Sin Prodder
  ( 3)
Creature — Devil
(3/2)
Menace At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, this creature deals damage to that player equal to that card's mana value. Otherwise, put that card into your hand.
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Sindbad
  ( 2)
Creature — Human
(1/1)
: Draw a card and reveal it. If it isn't a land card, discard it.
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Sinew Sliver
  ( 2)
Creature — Sliver
(1/1)
All Sliver creatures get +1/+1.
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Singe
 ( 1)
Instant
Singe deals 1 damage to target creature. That creature becomes black until end of turn.
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Singe-Mind Ogre
   ( 4)
Creature — Ogre Mutant
(3/2)
When this creature enters, target player reveals a card at random from their hand, then loses life equal to that card's mana value.
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Singer of Swift Rivers
   ( 3)
Creature — Merfolk Shaman
(3/2)
Flash When this creature enters, put a shield counter on another target creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) You may cast Merfolk spells as though they had flash.
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Singing Bell Strike
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has " : Untap this creature."
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Singing Tree
  ( 4)
Creature — Plant
(0/3)
: Target attacking creature has base power 0 until end of turn.
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Single Combat
   ( 5)
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
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Sinister Concierge
  ( 2)
Creature — Human Wizard
(2/1)
When this creature dies, you may exile it and put three time counters on it. If you do, exile up to one target creature and put three time counters on it. Each card exiled this way that doesn't have suspend gains suspend. (For each card with suspend, its owner removes a time counter from it at the beginning of their upkeep. When the last is removed, they may cast it without paying its mana cost. Those creature spells have haste.)
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Sinister Concoction
 ( 1)
Enchantment
, Pay 1 life, Mill a card, Discard a card, Sacrifice this enchantment: Destroy target creature.
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Sinister Monolith
  ( 4)
Artifact
At the beginning of combat on your turn, each opponent loses 1 life and you gain 1 life. , Pay 2 life, Sacrifice this artifact: Draw two cards. Activate only as a sorcery.
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Sinister Possession
 ( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks or blocks, its controller loses 2 life.
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Sinister Reflections
  ( 2)
Instant
Conjure a duplicate of each of up to two target nontoken creatures you control into your hand.
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Sinister Sabotage
   ( 3)
Instant
Counter target spell. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Sinister Starfish
  ( 2)
Creature — Starfish
(0/3)
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Sinister Strength
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+1 and is black.
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Sinister Waltz
   ( 5)
Sorcery
Choose three target creature cards in your graveyard. Return two of them at random to the battlefield and put the other on the bottom of your library.
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Sink into Stupor
   ( 3)
Instant
Return target spell or nonland permanent an opponent controls to its owner's hand.
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Sink into Takenuma
  ( 4)
Sorcery — Arcane
Sweep — Return any number of Swamps you control to their owner's hand. Target player discards a card for each Swamp returned this way.
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Sinkhole Surveyor
  ( 2)
Creature — Bird Scout
(1/3)
Flying Whenever this creature attacks, you lose 1 life and this creature endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
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Sinking Feeling
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has " , Put a -1/-1 counter on this creature: Untap this creature."
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Sinner's Judgment
( 0)
Enchantment — Aura Curse
Enchant player At the beginning of your upkeep, put a judgment counter on this Aura. Then if there are three or more judgment counters on it, enchanted player loses the game. If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
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Sins of the Past
   ( 6)
Sorcery
Until end of turn, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Exile Sins of the Past.
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Sinstriker's Will
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature has " : This creature deals damage equal to its power to target attacking or blocking creature."
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Sinuous Benthisaur
  ( 6)
Creature — Dinosaur
(4/4)
When this creature enters, look at the top X cards of your library, where X is the number of Caves you control plus the number of Cave cards in your graveyard. Put two of those cards into your hand and the rest on the bottom of your library in a random order.
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Sinuous Predator
( 0)
Creature — Eldrazi Werewolf
(4/4)
This creature can't be blocked by more than one creature.
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Sinuous Vermin
  ( 2)
Creature — Rat Horror
(2/2)
  : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has menace. (It can't be blocked except by two or more creatures.)
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Siona, Captain of the Pyleas
   ( 3)
Legendary Creature — Human Soldier
(2/2)
When Siona enters, look at the top seven cards of your library. You may reveal an Aura card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token.
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Sip of Hemlock
   ( 6)
Sorcery
Destroy target creature. Its controller loses 2 life.
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Siphon Insight
  ( 2)
Instant
Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. Flashback   
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Sire of Insanity
   ( 6)
Creature — Demon
(6/4)
At the beginning of each end step, each player discards their hand.
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Sire of Seven Deaths
 ( 7)
Creature — Eldrazi
(7/7)
First strike, vigilance Menace, trample Reach, lifelink Ward—Pay 7 life.
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Sire of Stagnation
   ( 6)
Creature — Eldrazi
(5/7)
Devoid (This card has no color.) Whenever a land an opponent controls enters, that player exiles the top two cards of their library and you draw two cards.
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Sire of the Storm
   ( 6)
Creature — Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, you may draw a card.
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Siren Lookout
  ( 3)
Creature — Siren Pirate
(1/2)
Flying When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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