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Reclusive Wight
  ( 4)
Creature — Zombie Minion
(4/4)
At the beginning of your upkeep, if you control another nonland permanent, sacrifice this creature.
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Reluctant Role Model
  ( 2)
Creature — Human Survivor
(2/2)
Survival — At the beginning of your second main phase, if this creature is tapped, put a flying, lifelink, or +1/+1 counter on it. Whenever this creature or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
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Rem Karolus, Stalwart Slayer
   ( 3)
Legendary Creature — Human Knight
(2/3)
Flying, haste If a spell would deal damage to you or another permanent you control, prevent that damage. If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
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Resolute Archangel
   ( 7)
Creature — Angel
(4/4)
Flying When this creature enters, if your life total is less than your starting life total, it becomes equal to your starting life total.
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Resolute Blademaster
   ( 5)
Creature — Human Soldier Ally
(2/2)
Rally — Whenever this creature or another Ally you control enters, creatures you control gain double strike until end of turn.
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Resolute Reinforcements
  ( 2)
Creature — Human Soldier
(1/1)
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, create a 1/1 white Soldier creature token.
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Resolute Strike
 ( 1)
Instant
Target creature gets +2/+2 until end of turn. If it's a Warrior, you may attach an Equipment you control to it.
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Resolute Survivors
   ( 3)
Creature — Human Warrior
(3/3)
You may exert this creature as it attacks. (It won't untap during your next untap step.) Whenever you exert a creature, this creature deals 1 damage to each opponent and you gain 1 life.
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Resolute Veggiesaur
  ( 3)
Creature — Dinosaur Employee
(3/3)
Trample Whenever you roll your third die each turn, put a +1/+1 counter on this creature.
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Resolute Watchdog
 ( 1)
Creature — Dog
(1/3)
Defender , Sacrifice this creature: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Revolutionist
  ( 6)
Creature — Human Wizard
(3/3)
When this creature enters, return target instant or sorcery card from your graveyard to your hand. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Rhizome Lurcher
   ( 4)
Creature — Fungus Zombie
(2/2)
Undergrowth — This creature enters with a number of +1/+1 counters on it equal to the number of creature cards in your graveyard.
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Rhystic Deluge
  ( 3)
Enchantment
: Tap target creature unless its controller pays .
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Riding the Dilu Horse
  ( 3)
Sorcery
Target creature gets +2/+2 and gains horsemanship. (It can't be blocked except by creatures with horsemanship. This effect lasts indefinitely.)
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Righteous Confluence
   ( 5)
Sorcery
Choose three. You may choose the same mode more than once. • Create a 2/2 white Knight creature token with vigilance. • Exile target enchantment. • You gain 5 life.
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Riveteers Confluence
    ( 5)
Sorcery
Choose three. You may choose the same mode more than once. • You draw a card and you lose 1 life. • Riveteers Confluence deals 1 damage to each creature and planeswalker you don't control. • You may put a land card from your hand or graveyard onto the battlefield tapped.
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Rocket-Powered Turbo Slug
  ( 4)
Creature — Slug
(3/1)
Super haste (This may attack the turn before you cast it. (You may put this card from your hand onto the battlefield tapped and attacking during your declare attackers step. If you do, you lose the game at the beginning of your next turn's end step unless you pay this card's mana cost during that turn.))
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Ronin Warclub
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+1. Whenever a creature you control enters, attach this Equipment to that creature. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Rotlung Reanimator
  ( 3)
Creature — Zombie Cleric
(2/2)
Whenever this creature or another Cleric dies, create a 2/2 black Zombie creature token.
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Rubblebelt Recluse
  ( 5)
Creature — Ogre Berserker
(6/5)
This creature attacks each combat if able.
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Ruin-Lurker Bat
 ( 1)
Creature — Bat
(1/1)
Flying, lifelink At the beginning of your end step, if you descended this turn, scry 1. (You descended if a permanent card was put into your graveyard from anywhere.)
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Ruins Recluse
  ( 2)
Creature — Spider
(1/1)
Reach, deathtouch  : Put a +1/+1 counter on this creature.
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Rumbling Slum
    ( 4)
Creature — Elemental
(5/5)
At the beginning of your upkeep, this creature deals 1 damage to each player.
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Rune of Protection: Blue
  ( 2)
Enchantment
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Cycling ( , Discard this card: Draw a card.)
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Sab-Sunen, Luxa Embodied
   ( 5)
Legendary Creature — God
(6/6)
Reach, trample, indestructible Sab-Sunen can't attack or block unless it has an even number of counters on it. (Zero is even.) At the beginning of your first main phase, put a +1/+1 counter on Sab-Sunen. Then if it has an odd number of counters on it, draw two cards.
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Sacellum Godspeaker
  ( 3)
Creature — Elf Druid
(2/2)
: Reveal any number of creature cards with power 5 or greater from your hand. Add for each card revealed this way.
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Saint Traft and Rem Karolus
   ( 3)
Legendary Creature — Spirit Human
(3/4)
Whenever Saint Traft and Rem Karolus becomes tapped, create a 1/1 red Human creature token if this is the first time this ability has resolved this turn. If it's the second time, create a 1/1 blue Spirit creature token with flying. If it's the third time, create a 4/4 white Angel creature token with flying. Whenever you cast a spell that has convoke, untap Saint Traft and Rem Karolus.
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Saltfield Recluse
  ( 3)
Creature — Human Rebel Cleric
(1/2)
: Target creature gets -2/-0 until end of turn.
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Saproling Cluster
  ( 2)
Enchantment
, Discard a card: Create a 1/1 green Saproling creature token. Any player may activate this ability.
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Secluded Courtyard
( 0)
Land
As this land enters, choose a creature type. : Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
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Secluded Glen
( 0)
Land
As this land enters, you may reveal a Faerie card from your hand. If you don't, this land enters tapped. : Add or .
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Secluded Steppe
( 0)
Land
This land enters tapped. : Add .
Cycling ( , Discard this card: Draw a card.)
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Seized from Slumber
  ( 5)
Instant
This spell costs less to cast if it targets a tapped creature. Destroy target creature.
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Silumgar Assassin
  ( 2)
Creature — Human Assassin
(2/1)
Creatures with power greater than this creature's power can't block it. 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, destroy target creature with power 3 or less an opponent controls.
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Silumgar Butcher
  ( 5)
Creature — Zombie Djinn
(3/3)
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, target creature gets -3/-3 until end of turn.
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Silumgar Scavenger
  ( 5)
Creature — Zombie Bird
(2/3)
Flying Exploit (When this creature enters, you may sacrifice a creature.) Whenever another creature you control dies, put a +1/+1 counter on this creature. It gains haste until end of turn if it exploited that creature.
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Silumgar Sorcerer
   ( 3)
Creature — Human Wizard
(2/1)
Flash (You may cast this spell any time you could cast an instant.) Flying Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, counter target creature spell.
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Silumgar, the Drifting Death
   ( 6)
Legendary Creature — Dragon
(3/7)
Flying, hexproof Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.
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Silumgar's Command
   ( 5)
Instant
Choose two — • Counter target noncreature spell. • Return target permanent to its owner's hand. • Target creature gets -3/-3 until end of turn. • Destroy target planeswalker.
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Silumgar's Scorn
  ( 2)
Instant
As an additional cost to cast this spell, you may reveal a Dragon card from your hand. Counter target spell unless its controller pays . If you revealed a Dragon card or controlled a Dragon as you cast this spell, counter that spell instead.
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Silundi Vision
  ( 3)
Instant
Look at the top six cards of your library. You may reveal an instant or sorcery 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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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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Skillful Lunge
  ( 2)
Instant
Target creature gets +2/+0 and gains first strike until end of turn.
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Skyclave Plunder
  ( 5)
Sorcery
Look at the top X cards of your library, where X is three plus the number of creatures in your party. Put three of those cards into your hand and the rest on the bottom of your library in a random order. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Skyship Plunderer
  ( 2)
Creature — Human Pirate
(2/1)
Flying Whenever this creature deals combat damage to a player, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind.
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Slimy Burrito Illusion
( 0)
Stickers
2 — Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) 3 — Double strike 2 — 2/4 4 — 5/6
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Sludge Crawler
 ( 1)
Creature — Eldrazi Drone
(1/1)
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) : This creature gets +1/+1 until end of turn.
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Sludge Monster
   ( 5)
Creature — Horror
(5/5)
Whenever this creature enters or attacks, put a slime counter on up to one other target creature. Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.
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Sludge Titan
   ( 6)
Creature — Zombie Giant
(6/6)
Trample Whenever this creature enters or attacks, mill five cards. You may put a creature card and/or a land card from among them into your hand.
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Sluggishness
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't block. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
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Slum Reaper
  ( 4)
Creature — Horror
(4/2)
When this creature enters, each player sacrifices a creature of their choice.
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Slumbering Cerberus
  ( 2)
Creature — Dog
(4/2)
This creature doesn't untap during your untap step. Morbid — At the beginning of each end step, if a creature died this turn, untap this creature.
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Slumbering Dragon
 ( 1)
Creature — Dragon
(3/3)
Flying This creature can't attack or block unless it has five or more +1/+1 counters on it. Whenever a creature attacks you or a planeswalker you control, put a +1/+1 counter on this creature.
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Slumbering Keepguard
 ( 1)
Creature — Human Knight
(1/1)
Whenever an enchantment you control enters, scry 1.  : This creature gets +1/+1 until end of turn for each enchantment you control.
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Slumbering Tora
 ( 3)
Artifact
, Discard a Spirit or Arcane card: This artifact becomes an X/X Cat artifact creature until end of turn, where X is the discarded card's mana value.
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Slurrk, All-Ingesting
  ( 6)
Legendary Creature — Ooze
(0/0)
Slurrk enters with five +1/+1 counters on it. Whenever Slurrk or another creature you control dies, if it had a +1/+1 counter on it, put a +1/+1 counter on each creature you control that has a +1/+1 counter on it. Partner (You can have two commanders if both have partner.)
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Snazzy Aether Homunculus
( 0)
Stickers
2 — : Target creature gains all creature types until end of turn. 3 — Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card. 2 — 2/4 5 — 8/7
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Sneaky Homunculus
  ( 2)
Creature — Homunculus Illusion
(1/1)
This creature can't block or be blocked by creatures with power 2 or greater.
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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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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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Spined Fluke
  ( 3)
Creature — Worm Horror
(5/1)
When this creature enters, sacrifice a creature. : Regenerate this creature.
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Spirebluff Canal
( 0)
Land
This land enters tapped unless you control two or fewer other lands. : Add or .
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Spiritual Asylum
   ( 4)
Enchantment
Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.) When a creature you control attacks, sacrifice this enchantment.
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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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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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Stimulus Package
   ( 4)
Enchantment
When this enchantment enters, create two Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.") Sacrifice a Treasure: Create a 1/1 green and white Citizen creature token.
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Stormshriek Feral
  ( 5)
Creature — Dragon
(3/3)
Flying, haste  : This creature gets +1/+0 until end of turn.
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Strength of Lunacy
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has protection from white. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Stroke of Luck
  ( 2)
Sorcery
Look at the top four cards of your library. Choose one of them and put all cards with the same name as the chosen card from among them into your hand. You lose 1 life for each card put into your hand this way. Put the rest on the bottom of your library in a random order.
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Surrak, Elusive Hunter
  ( 3)
Legendary Creature — Human Warrior
(4/3)
This spell can't be countered. Trample Whenever a creature you control or a creature spell you control becomes the target of a spell or ability an opponent controls, draw a card.
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Svyelun of Sea and Sky
   ( 3)
Legendary Creature — Merfolk God
(3/4)
Svyelun has indestructible as long as you control at least two other Merfolk. Whenever Svyelun attacks, draw a card. Other Merfolk you control have ward . (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Sway of Illusion
  ( 2)
Instant
Any number of target creatures become the color of your choice until end of turn. Draw a card.
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Sweet-Gum Recluse
   ( 6)
Creature — Spider
(0/3)
Flash Cascade Reach When this creature enters, put three +1/+1 counters on each of any number of target creatures that entered this turn.
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Talus Paladin
  ( 4)
Creature — Human Knight Ally
(2/3)
Whenever this creature or another Ally you control enters, you may have Allies you control gain lifelink until end of turn, and you may put a +1/+1 counter on this creature.
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Tayam, Luminous Enigma
    ( 4)
Legendary Creature — Nightmare Beast
(3/3)
Each other creature you control enters with an additional vigilance counter on it. , Remove three counters from among creatures you control: Mill three cards, then return a permanent card with mana value 3 or less from your graveyard to the battlefield.
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Tel-Jilad Stylus
 ( 1)
Artifact
: Put target permanent you own on the bottom of your library.
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Terror of Mount Velus
   ( 7)
Creature — Dragon
(5/5)
Flying Double strike (This creature deals both first-strike and regular combat damage.) When this creature enters, creatures you control gain double strike until end of turn.
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The Flux
   ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I — This Saga deals 4 damage to target creature an opponent controls. II, III, IV, V — Exile the top card of your library. You may play that card this turn. VI — Add six .
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The Grand Evolution
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Mill ten cards. Put up to two creature cards from among the milled cards onto the battlefield. II — Distribute seven +1/+1 counters among any number of target creatures you control. III — Until end of turn, creatures you control gain " : This creature fights target creature you don't control." Exile this Saga, then return it to the battlefield (front face up).
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The Torment of Gollum
  ( 4)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Thermal Flux
 ( 1)
Instant
Choose one — • Target nonsnow permanent becomes snow until end of turn. • Target snow permanent isn't snow until end of turn. Draw a card at the beginning of the next turn's upkeep.
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