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Slayer of the Wicked
  ( 4)
Creature — Human Soldier
(3/2)
When this creature enters, you may destroy target Vampire, Werewolf, or Zombie.
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Sleep of the Dead
 ( 1)
Sorcery
Tap target creature. It doesn't untap during its controller's next untap step. Escape— , Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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Sleight of Hand
 ( 1)
Sorcery
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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Sleight of Mind
 ( 1)
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another. <I>(For example, you may change "target black spell" to "target blue spell." This effect lasts indefinitely.)</I>
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Slickshot Show-Off
  ( 2)
Creature — Bird Wizard
(1/2)
Flying, haste Whenever you cast a noncreature spell, this creature gets +2/+0 until end of turn. Plot  (You may pay  and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Sliver of Hope (playtest)
  ( 4)
Creature — — Sliver
(3/3)
Slivers you control have hope. (Prevent all damage that would be dealt to attacking creatures with hope.)
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Snake of the Golden Grove
  ( 5)
Creature — Snake
(4/4)
Tribute 3 (As this creature enters, an opponent of your choice may put three +1/+1 counters on it.) When this creature enters, if tribute wasn't paid, you gain 4 life.
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Soaring Show-Off
  ( 3)
Creature — Bird Warrior
(2/2)
Flying When this creature enters, each player draws a card.
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Soldier of Fortune
 ( 1)
Creature — Human Mercenary
(1/1)
, : Target player shuffles their library.
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Soldier of the Grey Host
  ( 4)
Creature — Spirit Soldier
(2/2)
Flash Flying When this creature enters, target creature gets +2/+0 until end of turn.
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Soldier of the Pantheon
 ( 1)
Creature — Human Soldier
(2/1)
Protection from multicolored Whenever an opponent casts a multicolored spell, you gain 1 life.
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Soldiers of the Watch
  ( 2)
Creature — — Human Soldier
(2/1)
Double team (When this creature attacks, conjure a duplicate into your hand, then both of them perpetually lose double team.)
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Solemn Offering
  ( 3)
Sorcery
Destroy target artifact or enchantment. You gain 4 life.
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Solidarity of Heroes
  ( 2)
Instant
Strive — This spell costs  more to cast for each target beyond the first. Choose any number of target creatures. Double the number of +1/+1 counters on each of them.
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Song of Blood
  ( 2)
Sorcery
Mill four cards. Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way.
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Song of Creation
    ( 4)
Enchantment
You may play an additional land on each of your turns. Whenever you cast a spell, draw two cards. At the beginning of your end step, discard your hand.
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Song of Eärendil
   ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2, then draw two cards. II — Create a Treasure token and a 2/2 blue Bird creature token with flying. III — Put a flying counter on each creature you control without flying.
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Song of Freyalise
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Until your next turn, creatures you control gain " : Add one mana of any color." III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
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Song of Inspiration
   ( 5)
Instant
Choose up to two target permanent cards in your graveyard. Roll a d20 and add the total mana value of those cards. 1–14 | Return those cards to your hand. 15+ | Return those cards to your hand. You gain life equal to their total mana value.
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Song of Serenity
  ( 2)
Enchantment
Creatures that are enchanted can't attack or block.
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Song of Stupefaction
  ( 2)
Enchantment — Aura
Enchant creature or Vehicle When this Aura enters, you may mill two cards. (You may put the top two cards of your library into your graveyard.) Fathomless descent — Enchanted permanent gets -X/-0, where X is the number of permanent cards in your graveyard.
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Song of the Dryads
  ( 3)
Enchantment — Aura
Enchant permanent Enchanted permanent is a colorless Forest land.
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Song of the Worldsoul
   ( 6)
Enchantment
Whenever you cast a spell, populate. (Create a token that's a copy of a creature token you control.)
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Song of Totentanz
  ( 1)
Sorcery
Create X 1/1 black Rat creature tokens with "This token can't block." Creatures you control gain haste until end of turn.
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Soothing of Sméagol
  ( 2)
Instant
Return target nontoken creature to its owner's hand. The Ring tempts you.
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Sorin of House Markov
  ( 2)
Legendary Creature — Human Noble
(1/4)
Lifelink Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.) At the beginning of each of your postcombat main phases, if you gained 3 or more life this turn, exile Sorin, then return him to the battlefield transformed under his owner's control.
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Sorin, Lord of Innistrad
   ( 4)
Legendary Planeswalker — Sorin
(3)
+1: Create a 1/1 black Vampire creature token with lifelink. −2: You get an emblem with "Creatures you control get +1/+0." −6: Destroy up to three target creatures and/or other planeswalkers. Return each card put into a graveyard this way to the battlefield under your control.
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Sosuke, Son of Seshiro
   ( 4)
Legendary Creature — Snake Warrior
(3/4)
Other Snake creatures you control get +1/+0. Whenever a Warrior you control deals combat damage to a creature, destroy that creature at end of combat.
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Soul of Emancipation
    ( 7)
Creature — Avatar
(5/7)
When this creature enters, destroy up to three other target nonland permanents. For each of those permanents, its controller creates a 3/3 white Angel creature token with flying.
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Soul of Magma
   ( 5)
Creature — Spirit
(2/2)
Whenever you cast a Spirit or Arcane spell, this creature deals 1 damage to target creature.
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Soul of Migration
   ( 7)
Creature — Elemental
(2/4)
Flying When this creature enters, create two 1/1 white Bird creature tokens with flying. Evoke  (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Soul of New Phyrexia
 ( 6)
Artifact Creature — Phyrexian Avatar
(6/6)
Trample : Permanents you control gain indestructible until end of turn.
, Exile this card from your graveyard: Permanents you control gain indestructible until end of turn.
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Soul of the Harvest
   ( 6)
Creature — Elemental
(6/6)
Trample Whenever another nontoken creature you control enters, you may draw a card.
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Soul of the Rapids
   ( 5)
Creature — Elemental
(3/2)
Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Soulreaper of Mogis
  ( 3)
Enchantment Creature — Minotaur Shaman
(2/3)
 , Sacrifice a creature: Draw a card.
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Souls of the Faultless
   ( 3)
Creature — Spirit
(0/4)
Defender (This creature can't attack.) Whenever this creature is dealt combat damage, you gain that much life and attacking player loses that much life.
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Souls of the Lost
  ( 2)
Creature — Spirit
(*/*+1)
As an additional cost to cast this spell, discard a card or sacrifice a permanent. Fathomless descent — Souls of the Lost's power is equal to the number of permanent cards in your graveyard and its toughness is equal to that number plus 1.
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Sovereigns of Lost Alara
   ( 6)
Creature — Spirit
(4/5)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it onto the battlefield attached to that creature, then shuffle.
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Sower of Chaos
  ( 4)
Creature — Devil
(4/3)
 : Target creature can't block this turn.
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Sower of Discord
   ( 6)
Creature — Demon
(6/6)
Flying As this creature enters, choose two players. Whenever damage is dealt to one of the chosen players, the other chosen player also loses that much life.
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Sower of Temptation
   ( 4)
Creature — Faerie Wizard
(2/2)
Flying When this creature enters, gain control of target creature for as long as this creature remains on the battlefield.
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Spark of Creativity
 ( 1)
Sorcery
Choose target creature. Exile the top card of your library. You may have Spark of Creativity deal damage to that creature equal to the exiled card's mana value. If you don't, you may play that card until end of turn.
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Spatula of the Ages
 ( 4)
Artifact
, , Sacrifice this artifact: You may put a silver-bordered or acorn permanent card from your hand onto the battlefield.
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Spawn of Mayhem
   ( 4)
Creature — Demon
(4/4)
Spectacle   (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Flying, trample At the beginning of your upkeep, this creature deals 1 damage to each player. Then if you have 10 or less life, put a +1/+1 counter on this creature.
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Spawn of Rix Maadi
   ( 5)
Creature — Horror
(5/3)
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
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Spawn of Thraxes
   ( 7)
Creature — Dragon
(5/5)
Flying When this creature enters, it deals damage to any target equal to the number of Mountains you control.
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Spawnsire of Ulamog
 ( 10)
Creature — Eldrazi
(7/11)
Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.) : Create two 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add ."
: Cast any number of Eldrazi spells from among cards you own outside the game without paying their mana costs.
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Speaker of the Heavens
 ( 1)
Creature — Human Cleric
(1/1)
Vigilance, lifelink (Attacking doesn't cause this creature to tap. Damage dealt by this creature also causes you to gain that much life.) : Create a 4/4 white Angel creature token with flying. Activate only if you have at least 7 life more than your starting life total and only as a sorcery.
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Specter of Mortality
   ( 5)
Creature — Specter
(3/3)
Flying When this creature enters, you may exile one or more creature cards from your graveyard. When you do, each other creature gets -X/-X until end of turn, where X is the number of cards exiled this way.
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Specter of the Fens
  ( 4)
Creature — Specter
(2/3)
Flying  : Target opponent loses 2 life and you gain 2 life.
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Sphere of Annihilation
  ( 1)
Artifact
This artifact enters with X void counters on it. At the beginning of your upkeep, exile this artifact, all creatures and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in graveyards with mana value less than or equal to the number of void counters on it.
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Sphere of Duty
  ( 4)
Enchantment
If a green source would deal damage to you, prevent 2 of that damage.
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Sphere of Grace
  ( 4)
Enchantment
If a black source would deal damage to you, prevent 2 of that damage.
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Sphere of Law
  ( 4)
Enchantment
If a red source would deal damage to you, prevent 2 of that damage.
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Sphere of Purity
  ( 4)
Enchantment
If an artifact would deal damage to you, prevent 1 of that damage.
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Sphere of Reason
  ( 4)
Enchantment
If a blue source would deal damage to you, prevent 2 of that damage.
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Sphere of Safety
  ( 5)
Enchantment
Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures, where X is the number of enchantments you control.
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Sphere of the Suns
 ( 2)
Artifact
This artifact enters tapped and with three charge counters on it. , Remove a charge counter from this artifact: Add one mana of any color.
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Sphere of Truth
  ( 4)
Enchantment
If a white source would deal damage to you, prevent 2 of that damage.
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Sphinx of Clear Skies
   ( 5)
Creature — Sphinx
(5/5)
Flying, ward  Domain — Whenever this creature deals combat damage to a player, reveal the top X cards of your library, where X is the number of basic land types among lands you control. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. (Piles can be empty.)
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Sphinx of Enlightenment
   ( 6)
Creature — Sphinx
(5/5)
Flying When this creature enters, target opponent draws a card and you draw three cards.
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Sphinx of Foresight
   ( 4)
Creature — Sphinx
(4/4)
You may reveal this card from your opening hand. If you do, scry 3 at the beginning of your first upkeep. Flying At the beginning of your upkeep, scry 1.
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Sphinx of Forgotten Lore
   ( 4)
Creature — Sphinx
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying Whenever this creature attacks, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to that card's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
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Sphinx of Jwar Isle
   ( 6)
Creature — Sphinx
(5/5)
Flying Shroud (This creature can't be the target of spells or abilities.) You may look at the top card of your library any time.
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Sphinx of Lost Truths
   ( 5)
Creature — Sphinx
(3/5)
Kicker  (You may pay an additional  as you cast this spell.) Flying When this creature enters, draw three cards. Then if it wasn't kicked, discard three cards.
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Sphinx of Magosi
    ( 6)
Creature — Sphinx
(6/6)
Flying  : Draw a card, then put a +1/+1 counter on this creature.
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Sphinx of New Prahv
    ( 4)
Creature — Sphinx
(4/3)
Flying, vigilance Spells your opponents cast that target this creature cost more to cast.
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Sphinx of the Chimes
   ( 6)
Creature — Sphinx
(5/6)
Flying Discard two nonland cards with the same name: Draw four cards.
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Sphinx of the Final Word
   ( 7)
Creature — Sphinx
(5/5)
This spell can't be countered. Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.) Instant and sorcery spells you control can't be countered.
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Sphinx of the Guildpact
 ( 7)
Artifact Creature — Sphinx
(5/5)
Sphinx of the Guildpact is all colors. Flying Hexproof from monocolored (This creature can't be the target of monocolored spells or abilities your opponents control.)
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Sphinx of the Second Sun
   ( 8)
Creature — Sphinx
(6/6)
Flying At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
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Sphinx of the Steel Wind
    ( 8)
Artifact Creature — Sphinx
(6/6)
Flying, first strike, vigilance, lifelink, protection from red and from green
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Sphinx of Uthuun
   ( 7)
Creature — Sphinx
(5/6)
Flying When this creature enters, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
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Spine of Ish Sah
 ( 7)
Artifact
When this artifact enters, destroy target permanent. When this artifact is put into a graveyard from the battlefield, return it to its owner's hand.
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Spinner of Souls
  ( 3)
Creature — Spider Spirit
(4/3)
Reach Whenever another nontoken creature you control dies, you may reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Spire of Industry
( 0)
Land
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
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Spires of Orazca
( 0)
Land
(Transforms from Thaumatic Compass.) : Add .
: Untap target attacking creature an opponent controls and remove it from combat.
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Spirit of Malevolence
  ( 2)
Creature — Spirit
(2/1)
When this creature dies, each opponent loses 1 life and you gain 1 life.
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Spirit of Resistance
  ( 3)
Enchantment
As long as you control a permanent of each color, prevent all damage that would be dealt to you.
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Spirit of the Aldergard
  ( 4)
Snow Creature — Bear Spirit
(0/4)
When this creature enters, search your library for a snow land card, reveal it, put it into your hand, then shuffle. This creature gets +1/+0 for each other snow permanent you control.
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Spirit of the Hearth
   ( 6)
Creature — Cat Spirit
(4/5)
Flying You have hexproof. (You can't be the target of spells or abilities your opponents control.)
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Spirit of the Hunt
   ( 3)
Creature — Wolf Spirit
(3/3)
Flash When this creature enters, each other creature you control that's a Wolf or a Werewolf gets +0/+3 until end of turn.
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Spirit of the Labyrinth
  ( 2)
Enchantment Creature — Spirit
(3/1)
Each player can't draw more than one card each turn.
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Spirit of the Night
    ( 9)
Legendary Creature — Demon Spirit
(6/5)
Flying, trample, haste, protection from black Spirit of the Night has first strike as long as it's attacking.
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Spirit of the Season
   ( 3)
Creature — Treefolk Spirit
(3/3)
When this creature enters, it gains haste if it's summer. Put a +1/+1 counter on it if it's autumn. You gain 5 life if it's winter. If it's spring, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Spirit of the Spires
  ( 4)
Creature — Spirit
(2/4)
Flying Other creatures you control with flying get +0/+1.
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