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Supreme Inquisitor
   ( 5)
Creature — Human Wizard
(1/3)
Tap five untapped Wizards you control: Search target player's library for up to five cards and exile them. Then that player shuffles.
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Sure-Footed Infiltrator
  ( 4)
Creature — Merfolk Rogue
(2/3)
Tap another untapped Rogue you control: This creature can't be blocked this turn. Whenever this creature deals combat damage to a player, draw a card.
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Surge to Victory
   ( 6)
Sorcery
Exile target instant or sorcery card from your graveyard. Creatures you control get +X/+0 until end of turn, where X is that card's mana value. Whenever a creature you control deals combat damage to a player this turn, copy the exiled card. You may cast the copy without paying its mana cost.
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Surrak and Goreclaw
   ( 6)
Legendary Creature — Human Bear
(6/5)
Trample Other creatures you control have trample. Whenever another nontoken creature you control enters, put a +1/+1 counter on it. It gains haste until end of turn.
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Surrounded by Orcs
  ( 4)
Sorcery
Amass Orcs 3, then target player mills X cards, where X is the amassed Army's power. (To amass Orcs 3, put three +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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Surveillance Monitor
  ( 4)
Creature — Vedalken Detective
(3/3)
When this creature enters, you may collect evidence 4. (Exile cards with total mana value 4 or greater from your graveyard.) Whenever you collect evidence, create a 1/1 colorless Thopter artifact creature token with flying.
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Surveyor's Scope
 ( 2)
Artifact
, Exile this artifact: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle.
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Survivor of Korlis
 ( 1)
Creature — Human Soldier
(1/1)
First strike  , Exile this card from your graveyard: Scry 2.
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Survivor of the Unseen
  ( 3)
Creature — Human Wizard
(2/1)
Cumulative upkeep (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.) : Draw two cards, then put a card from your hand on top of your library.
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Survivors' Bond
  ( 2)
Sorcery
Choose one or both — • Return target Human creature card from your graveyard to your hand. • Return target non-Human creature card from your graveyard to your hand.
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Survivors' Encampment
( 0)
Land — Desert
: Add .
, Tap an untapped creature you control: Add one mana of any color.
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Survivor's Med Kit
 ( 1)
Artifact
, : Choose one that hasn't been chosen —
• Stimpak — Draw a card. • Fancy Lads Snack Cakes — Create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.") • RadAway — Target player loses all rad counters. Sacrifice this artifact.
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Susan Foreman
  ( 2)
Legendary Creature — Time Lord
(1/1)
If you would planeswalk, instead look at the top two cards of your planar deck, put one on the bottom of your planar deck and the other on top, then planeswalk. : Add .
Doctor's companion (You can have two commanders if the other is the Doctor.)
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Swaggering Corsair
  ( 3)
Creature — Human Pirate
(2/2)
Raid — This creature enters with a +1/+1 counter on it if you attacked this turn.
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Swarmborn Giant
   ( 4)
Creature — Giant
(6/6)
When you're dealt combat damage, sacrifice this creature.   : Monstrosity 2. (If this creature isn't monstrous, put two +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has reach.
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Swarming of Moria
  ( 3)
Sorcery
Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.") 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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Swashbuckler Extraordinaire
  ( 3)
Creature — Dragon Rogue Warrior
(2/2)
When this creature enters, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.") Whenever you attack, you may sacrifice one or more Treasures. When you do, up to that many target creatures gain double strike until end of turn.
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Sweatworks Brawler
  ( 4)
Creature — Human Artificer
(3/3)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Menace
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Swiftblade Vindicator
  ( 2)
Creature — Human Soldier
(1/1)
Double strike (This creature deals both first-strike and regular combat damage.) Vigilance (Attacking doesn't cause this creature to tap.) Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Swirling Sandstorm
  ( 4)
Sorcery
Threshold — Swirling Sandstorm deals 5 damage to each creature without flying if seven or more cards are in your graveyard.
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Swirling Torrent
  ( 6)
Sorcery
Choose one or both — • Put target creature on top of its owner's library. • Return target creature to its owner's hand.
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Swooping Protector
  ( 4)
Creature — Bird Citizen
(2/1)
Flash Flying This creature enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
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Sword Coast Sailor
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, this creature can't be blocked this turn."
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Sword Coast Serpent
   ( 7)
Creature — Serpent Dragon
(6/6)
This creature can't be blocked as long as you've cast a noncreature spell this turn.
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Sword Dancer
  ( 2)
Creature — Human Rebel
(1/2)
 : Target attacking creature gets -1/-0 until end of turn.
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Sword of Body and Mind
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from green and from blue. Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards. Equip 
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Sword of Dungeons & Dragons
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from Rogues and from Clerics. Whenever equipped creature deals combat damage to a player, create a 4/4 gold Dragon creature token with flying and roll a d20 (a twenty-sided die). If you roll a 20, repeat this process. Equip 
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Sword of Feast and Famine
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from green. Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control. Equip 
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Sword of Fire and Ice
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card. Equip 
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Sword of Forge and Frontier
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from green. Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn. Equip 
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Sword of Hearth and Home
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from green and from white. Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle. Equip 
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Sword of Hours
 ( 2)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Sword of Kaldra
 ( 4)
Legendary Artifact — Equipment
Equipped creature gets +5/+5. Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.) Equip ( : Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
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Sword of Light and Shadow
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip 
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Sword of Once and Future
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from blue and from black. Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Equip 
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Sword of Sinew and Steel
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from red. Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact. Equip 
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Sword of the Ages
 ( 6)
Artifact
This artifact enters tapped. , Sacrifice this artifact and any number of creatures you control: This artifact deals X damage to any target, where X is the total power of the creatures sacrificed this way, then exile this artifact and those creature cards.
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Sword of the Animist
 ( 2)
Legendary Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip 
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Sword of the Chosen
 ( 2)
Legendary Artifact
: Target legendary creature gets +2/+2 until end of turn.
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Sword of the Meek
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+2. Equip  Whenever a 1/1 creature you control enters, you may return this card from your graveyard to the battlefield, then attach it to that creature.
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Sword of the Paruns
 ( 4)
Artifact — Equipment
As long as equipped creature is tapped, tapped creatures you control get +2/+0. As long as equipped creature is untapped, untapped creatures you control get +0/+2. : You may tap or untap equipped creature.
Equip 
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Sword of the Realms
  ( 2)
Legendary Artifact — Equipment
Equipped creature gets +2/+0 and has vigilance. Whenever equipped creature dies, return it to its owner's hand. Equip  
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Sword of the Squeak
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+1 for each creature you control with base power or toughness 1. Whenever a Hamster, Mouse, Rat, or Squirrel you control enters, you may attach this Equipment to that creature. Equip 
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Sword of Truth and Justice
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from blue. Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Equip 
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Sword of Vengeance
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip 
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Sword of War and Peace
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand. Equip 
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Sword of Wealth and Power
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from instants and from sorceries. Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Equip 
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Sword-Point Diplomacy
  ( 3)
Sorcery
Reveal the top three cards of your library. For each of those cards, put that card into your hand unless any opponent pays 3 life. Then exile the rest.
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Swords to Plowshares
 ( 1)
Instant
Exile target creature. Its controller gains life equal to its power.
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Sword-Swallowing Seraph
   ( 6)
Creature — Angel Performer
(4/4)
Flying, vigilance When this creature enters, you may put a name sticker on a nonland permanent you own.  , : Put a +1/+1 counter on another target creature with a name sticker on it. Activate only as a sorcery.
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Swordsworn Cavalier
  ( 2)
Creature — Human Knight
(3/1)
This creature has first strike as long as another Knight entered the battlefield under your control this turn.
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Sworn Companions
  ( 3)
Sorcery
Create two 1/1 white Soldier creature tokens with lifelink.
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Sworn Defender
   ( 4)
Creature — Human Knight
(1/3)
: This creature's power becomes the toughness of target creature blocking or being blocked by this creature minus 1 until end of turn, and its toughness becomes 1 plus the power of that creature until end of turn.
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Sworn to the Legion
   ( 6)
Enchantment
When Sworn to the Legion enters the battlefield, nontoken creatures you control perpetually gain double team. (When a creature with double team attacks, conjure a duplicate into your hand, then both of them perpetually lose double team.) Whenever you cast a creature spell, it perpetually gains double team.
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Sycorax Commander
   ( 4)
Creature — Alien Soldier
(4/2)
First strike, haste Sanctified Rules of Combat — When this creature enters, each opponent faces a villainous choice — That opponent discards all the cards in their hand, then draws that many cards minus one, or this creature deals damage to that player equal to the number of cards in their hand.
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Sylvan Primordial
   ( 7)
Creature — Avatar
(6/8)
Reach When this creature enters, for each opponent, destroy target noncreature permanent that player controls. For each permanent destroyed this way, search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle.
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Sylvan Tutor
 ( 1)
Sorcery
Search your library for a creature card, reveal it, then shuffle and put that card on top.
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Sylvok Explorer
  ( 2)
Creature — Human Druid
(1/1)
: Add one mana of any color that a land an opponent controls could produce.
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Syndicate Enforcer
  ( 4)
Creature — Human Rogue
(3/2)
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
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Syndicate Infiltrator
   ( 4)
Creature — Vampire Wizard
(3/3)
Flying As long as there are five or more mana values among cards in your graveyard, this creature gets +2/+2.
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Synth Infiltrator
   ( 5)
Artifact Creature — Synth
(0/0)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) You may have this creature enter as a copy of any creature on the battlefield, except it's a Synth artifact creature in addition to its other types.
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Syr Elenora, the Discerning
   ( 5)
Legendary Creature — Human Knight
(*/4)
Syr Elenora's power is equal to the number of cards in your hand. When Syr Elenora enters, draw a card. Spells your opponents cast that target Syr Elenora cost more to cast.
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Szadek, Lord of Secrets
     ( 7)
Legendary Creature — Vampire
(5/5)
Flying If Szadek would deal combat damage to a player, instead put that many +1/+1 counters on Szadek and that player mills that many cards.
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T-45 Power Armor
 ( 2)
Artifact — Equipment
When this Equipment enters, you get  (two energy counters). Equipped creature gets +3/+3 and doesn't untap during its controller's untap step. At the beginning of your upkeep, you may pay . If you do, untap equipped creature, then put your choice of a menace, trample, or lifelink counter on it. Equip 
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Taborax, Hope's Demise
  ( 3)
Legendary Creature — Demon Cleric
(2/2)
Flying Taborax has lifelink as long as it has five or more +1/+1 counters on it. Whenever another nontoken creature you control dies, put a +1/+1 counter on Taborax. If that creature was a Cleric, you may draw a card. If you do, you lose 1 life.
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Taigam, Master Opportunist
  ( 2)
Legendary Creature — Human Monk
(2/2)
Flurry — Whenever you cast your second spell each turn, copy it, then exile the spell you cast with four time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
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Taj-Nar Swordsmith
  ( 4)
Creature — Cat Soldier
(2/3)
When this creature enters, you may pay . If you do, search your library for an Equipment card with mana value X or less, put that card onto the battlefield, then shuffle.
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Take for a Ride
  ( 3)
Sorcery
Take for a Ride has flash as long as you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
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Take Inventory
  ( 2)
Sorcery
Draw a card, then draw cards equal to the number of cards named Take Inventory in your graveyard.
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Spellscorn Coven (Take It Back)
  ( 3)
Instant — Adventure
Return target spell to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
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Talas Explorer
  ( 2)
Creature — Human Pirate Scout
(1/1)
Flying When this creature enters, look at target opponent's hand.
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Talas Warrior
   ( 3)
Creature — Human Pirate Warrior
(2/2)
This creature can't be blocked.
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Tales of the Ancestors
  ( 4)
Sorcery
Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference. 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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Talion, the Kindly Lord
   ( 4)
Legendary Creature — Faerie Noble
(3/4)
Flying As Talion enters, choose a number between 1 and 10. Whenever an opponent casts a spell with mana value, power, or toughness equal to the chosen number, that player loses 2 life and you draw a card.
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Tamiyo Meets the Story Circle
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Until your next turn, whenever a creature attacks you or a planeswalker you control, it gets -2/-0 until end of turn. II — Discard any number of cards, then investigate twice for each card discarded this way. III — Shuffle up to three target cards from your graveyard into your library.
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Tamiyo, Collector of Tales
   ( 4)
Legendary Planeswalker — Tamiyo
(5)
Spells and abilities your opponents control can't cause you to discard cards or sacrifice permanents. +1: Choose a nonland card name, then reveal the top four cards of your library. Put all cards with the chosen name from among them into your hand and the rest into your graveyard. −3: Return target card from your graveyard to your hand.
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Tanglespan Bridgeworks
( 0)
Land
As this land enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Tangleweave Armor
   ( 4)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +X/+X, where X is the greatest mana value among your commanders. Equip 
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Tar Pit Warrior
  ( 3)
Creature — Cyclops Warrior
(3/4)
When this creature becomes the target of a spell or ability, sacrifice it.
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Task Force
  ( 3)
Creature — Human Rebel
(1/3)
Whenever this creature becomes the target of a spell or ability, it gets +0/+3 until end of turn.
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Taste for Mayhem
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0. Hellbent — Enchanted creature gets an additional +2/+0 as long as you have no cards in hand.
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Taunting Arbormage
  ( 3)
Creature — Elf Wizard
(2/3)
Kicker (You may pay an additional as you cast this spell.) When this creature enters, if it was kicked, all creatures able to block target creature this turn do so.
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Tax Collector
  ( 2)
Creature — Human Advisor
(2/2)
When this creature enters, choose one — • Tax — Until your next turn, spells your opponents cast cost more to cast. • Arrest — Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
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Tazeem Raptor
  ( 3)
Creature — Bird
(2/2)
Flying When this creature enters, you may return a land you control to its owner's hand.
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Tectonic Reformation
  ( 2)
Enchantment
Each land card in your hand has cycling . Cycling ( , Discard this card: Draw a card.)
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Teeming Dragonstorm
  ( 4)
Enchantment
When this enchantment enters, create two 2/2 white Soldier creature tokens. When a Dragon you control enters, return this enchantment to its owner's hand.
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Teferi, Temporal Archmage
   ( 6)
Legendary Planeswalker — Teferi
(5)
+1: 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. −1: Untap up to four target permanents. −10: You get an emblem with "You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant." Teferi, Temporal Archmage can be your commander.
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Teferi, Temporal Pilgrim
   ( 5)
Legendary Planeswalker — Teferi
(4)
Whenever you draw a card, put a loyalty counter on Teferi. 0: Draw a card. −2: Create a 2/2 blue Spirit creature token with vigilance and "Whenever you draw a card, put a +1/+1 counter on this token." −12: Target opponent chooses a permanent they control and returns it to its owner's hand. Then they shuffle each nonland permanent they control into its owner's library.
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Teferi's Honor Guard
  ( 3)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)  : This creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
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Tegwyll, Duke of Splendor
   ( 3)
Legendary Creature — Faerie Noble
(2/3)
Flying, deathtouch Other Faeries you control get +1/+1. Whenever another Faerie you control dies, you draw a card and you lose 1 life.
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Telemin Performance
   ( 5)
Sorcery
Target opponent reveals cards from the top of their library until they reveal a creature card. That player puts all noncreature cards revealed this way into their graveyard, then you put the creature card onto the battlefield under your control.
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Teleport
   ( 3)
Instant
Cast this spell only during the declare attackers step. Target creature can't be blocked this turn.
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Teleportal
  ( 2)
Sorcery
Target creature you control gets +1/+0 until end of turn and can't be blocked this turn. Overload   (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Teleportation Circle
  ( 4)
Enchantment
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
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