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Scouting Hawk
  ( 3)
Creature — Bird
(1/1)
Flying Keen Sight — When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
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Scouting Trek
  ( 2)
Sorcery
Search your library for any number of basic land cards, reveal those cards, then shuffle and put them on top.
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Scout's Warning
 ( 1)
Instant
The next creature card you play this turn can be played as though it had flash. Draw a card.
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Seton's Scout
  ( 2)
Creature — Centaur Druid Scout Archer
(2/1)
Reach (This creature can block creatures with flying.) Threshold — This creature gets +2/+2 as long as seven or more cards are in your graveyard.
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Shardless Outlander
 ( 7)
Artifact Creature — Construct Scout
(6/5)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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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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Shroofus Sproutsire
  ( 3)
Legendary Creature — Saproling
(1/1)
Trample Whenever a Saproling you control deals combat damage to a player, create that many 1/1 green Saproling creature tokens.
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Silkwing Scout
  ( 3)
Creature — Faerie Scout
(2/1)
Flying , Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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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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Skirk Outrider
  ( 4)
Creature — Goblin
(2/2)
As long as you control a Beast, this creature gets +2/+2 and has trample.
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Skyline Scout
  ( 2)
Creature — Human Scout
(2/1)
Whenever this creature attacks, you may pay  . If you do, it gains flying until end of turn.
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Skyshroud Lookout
  ( 2)
Creature — — Elf Archer
(1/1)
Reach When Skyshroud Lookout enters the battlefield, seek an Elf card.
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Slip Out the Back
 ( 1)
Instant
Put a +1/+1 counter on target creature. It phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
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Snuff Out
  ( 4)
Instant
If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost. Destroy target nonblack creature. It can't be regenerated.
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Space Marine Scout
  ( 3)
Creature — Astartes Scout
(2/1)
First strike, vigilance Concealed Position — When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Spin Out
   ( 3)
Instant
Destroy target creature or Vehicle.
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Spotcycle Scouter
  ( 2)
Artifact — Vehicle
(3/2)
When this Vehicle enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Sprout
 ( 1)
Instant
Create a 1/1 green Saproling creature token.
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Sprout Swarm
  ( 2)
Instant
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.) Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Create a 1/1 green Saproling creature token.
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Sproutback Trudge
   ( 9)
Creature — Fungus Beast
(9/7)
This spell costs less to cast, where X is the amount of life you gained this turn. Trample At the beginning of your end step, if you gained life this turn, you may cast this creature from your graveyard.
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Sprouting Goblin
  ( 2)
Creature — Goblin Druid
(2/2)
Kicker (You may pay an additional as you cast this spell.) When this creature enters, if it was kicked, search your library for a land card with a basic land type, reveal it, put it into your hand, then shuffle. , , Sacrifice a land: Draw a card.
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Sprouting Phytohydra
  ( 5)
Creature — Plant Hydra
(0/2)
Defender (This creature can't attack.) Whenever this creature is dealt damage, you may create a token that's a copy of this creature.
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Sprouting Renewal
  ( 3)
Sorcery
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.) Choose one — • Create a 2/2 green and white Elf Knight creature token with vigilance. • Destroy target artifact or enchantment.
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Sprouting Thrinax
   ( 3)
Creature — Lizard
(3/3)
When this creature dies, create three 1/1 green Saproling creature tokens.
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Sprouting Vines
  ( 3)
Instant
Search your library for a basic land card, reveal that card, put it into your hand, then shuffle. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Stall Out
  ( 2)
Sorcery
Tap target creature or Vehicle, then put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Cycling ( , Discard this card: Draw a card.)
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Stallion of Ashmouth
  ( 4)
Creature — Nightmare Horse
(3/3)
Delirium —  : This creature gets +1/+1 until end of turn. Activate only if there are four or more card types among cards in your graveyard.
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Stone Haven Outfitter
  ( 2)
Creature — Kor Artificer Ally
(2/2)
Equipped creatures you control get +1/+1. Whenever an equipped creature you control dies, draw a card.
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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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Strix Lookout
  ( 2)
Creature — Bird
(1/2)
Flying, vigilance (Attacking doesn't cause this creature to tap.)  , : Draw a card, then discard a card.
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Subterranean Scout
  ( 2)
Creature — Goblin Scout
(2/1)
When this creature enters, target creature with power 2 or less can't be blocked this turn.
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Take Out the Trash
  ( 2)
Instant
Take Out the Trash deals 3 damage to target creature or planeswalker. If you control a Raccoon, you may discard a card. If you do, draw a card.
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Talas Lookout
   ( 4)
Creature — Human Pirate
(3/2)
Flying When this creature dies, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
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Tandem Lookout
  ( 3)
Creature — Human Scout
(2/1)
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 Tandem Lookout is paired with another creature, each of those creatures has "Whenever this creature deals damage to an opponent, draw a card."
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Tanglespan Lookout
  ( 3)
Creature — Satyr
(2/3)
Whenever an Aura you control enters, draw a card.
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Thalakos Scout
  ( 3)
Creature — Thalakos Soldier Scout
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Discard a card: Return this creature to its owner's hand.
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The Mouth of Sauron
   ( 5)
Legendary Creature — Human Advisor
(3/4)
When The Mouth of Sauron enters, target player mills three cards. Then amass Orcs X, where X is the number of instant and sorcery cards in that player's graveyard. (Put X +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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The Ring Goes South
  ( 4)
Sorcery
The Ring tempts you. Then reveal cards from the top of your library until you reveal X land cards, where X is the number of legendary creatures you control. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.
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Tidespout Tyrant
    ( 8)
Creature — Djinn
(5/5)
Flying Whenever you cast a spell, return target permanent to its owner's hand.
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Tiefling Outcasts
 ( 1)
Creature — — Tiefling Peasant
(1/1)
Double team (When this creature attacks, conjure a duplicate into your hand, then both of them perpetually lose double team.) Other Demons, Devils, Imps, and Tieflings you control get +1/+0.
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Time Out
  ( 5)
Instant
Roll a six-sided die. Put target nonland permanent into its owner's library just beneath the top X cards of that library, where X is the result.
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Timin, Youthful Geist
  ( 5)
Legendary Creature — Spirit
(3/4)
Partner with Rhoda, Geist Avenger (When this creature enters, target player may put Rhoda into their hand from their library, then shuffle.) Flying At the beginning of each combat, tap up to one target creature.
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Trade Route Envoy
  ( 4)
Creature — Dog Soldier
(4/3)
When this creature enters, draw a card if you control a creature with a counter on it. If you don't draw a card this way, put a +1/+1 counter on this creature.
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Trade Routes
  ( 2)
Enchantment
: Return target land you control to its owner's hand.
, Discard a land card: Draw a card.
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Trailtracker Scout
  ( 2)
Creature — Raccoon Scout
(1/3)
: Add one mana of any color.
Whenever you expend 8, return up to one target permanent card from your graveyard to your hand. (You expend 8 as you spend your eighth total mana to cast spells during a turn.)
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Traverse the Outlands
  ( 5)
Sorcery
Search your library for up to X basic land cards, where X is the greatest power among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
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Treetop Scout
 ( 1)
Creature — Elf Scout
(1/1)
This creature can't be blocked except by creatures with flying.
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Trufflesnout
  ( 3)
Creature — Boar
(2/2)
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • You gain 4 life.
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Trustworthy Scout
  ( 2)
Creature — Human Scout
(2/2)
 , Exile this card from your graveyard: Search your library for a card named Trustworthy Scout, reveal it, put it into your hand, then shuffle.
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Turn Inside Out
 ( 1)
Instant
Target creature gets +3/+0 until end of turn. When it dies this turn, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Turnabout
   ( 4)
Instant
Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.
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Vampire Outcasts
   ( 4)
Creature — Vampire
(2/2)
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Verdant Outrider
  ( 3)
Creature — Human Knight
(4/2)
 : This creature can't be blocked by creatures with power 2 or less this turn.
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Viashino Bladescout
   ( 3)
Creature — Lizard Scout
(2/1)
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, target creature gains first strike until end of turn.
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Viashino Outrider
  ( 3)
Creature — Lizard
(4/3)
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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Viashino Sandscout
  ( 2)
Creature — Lizard Scout
(2/1)
Haste (This creature can attack and as soon as it comes under your control.) At the beginning of the end step, return this creature to its owner's hand. (Return it only if it's on the battlefield.)
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Vildin-Pack Outcast
  ( 5)
Creature — Werewolf Horror
(4/4)
Trample : This creature gets +1/-1 until end of turn.
  : Transform this creature.
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Violent Outburst
   ( 3)
Instant
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Creatures you control get +1/+0 until end of turn.
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Viridian Scout
  ( 4)
Creature — Elf Warrior Scout
(1/2)
 , Sacrifice this creature: It deals 2 damage to target creature with flying.
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Volcanic Fallout
   ( 3)
Instant
This spell can't be countered. Volcanic Fallout deals 2 damage to each creature and each player.
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Wash Out
  ( 4)
Sorcery
Return all permanents of the color of your choice to their owners' hands.
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Waterspout Djinn
   ( 4)
Creature — Djinn
(4/4)
Flying At the beginning of your upkeep, sacrifice this creature unless you return an untapped Island you control to its owner's hand.
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Waterspout Elemental
   ( 5)
Creature — Elemental
(3/4)
Kicker (You may pay an additional as you cast this spell.) Flying When this creature enters, if it was kicked, return all other creatures to their owners' hands and you skip your next turn.
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Waterspout Warden
  ( 3)
Creature — Frog Soldier
(3/2)
Whenever this creature attacks, if another creature entered the battlefield under your control this turn, this creature gains flying until end of turn.
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Waterspout Weavers
   ( 5)
Creature — Merfolk Wizard
(3/3)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, each creature you control gains flying until end of turn.
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Waterwind Scout
  ( 3)
Creature — Merfolk Scout
(2/2)
Flying When this creature enters, create a Map token. (It's an artifact with " , , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
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Wei Scout
  ( 2)
Creature — Human Soldier Scout
(1/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Whiteout
  ( 2)
Instant
All creatures lose flying until end of turn. Sacrifice a snow land: Return this card from your graveyard to your hand.
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Windscouter
  ( 4)
Creature — Human Scout
(3/3)
Flying When this creature attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
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Without Weakness
  ( 2)
Instant
Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) Cycling ( , Discard this card: Draw a card.)
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Wolfkin Outcast
  ( 6)
Creature — Human Werewolf
(5/4)
This spell costs less to cast if you control a Wolf or Werewolf. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Wu Scout
  ( 2)
Creature — Human Soldier Scout
(1/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When this creature enters, look at target opponent's hand.
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Youthful Scholar
  ( 4)
Creature — Human Wizard
(2/2)
When this creature dies, draw two cards.
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Youthful Valkyrie
  ( 2)
Creature — Angel
(1/3)
Flying Whenever another Angel you control enters, put a +1/+1 counter on this creature.
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