|
Righteous Aura
  ( 2)
Enchantment
, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage.
|
|
|
Righteous Fury
   ( 6)
Sorcery
Destroy all tapped creatures. You gain 2 life for each creature destroyed this way.
|
|
|
Rimefur Reindeer
  ( 4)
Creature — Elk
(3/4)
Whenever an enchantment you control enters, tap target creature an opponent controls.
|
|
|
Rimehorn Aurochs
  ( 5)
Snow Creature — Aurochs
(3/3)
Trample Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.  : Target creature blocks target creature this turn if able. ( can be paid with one mana from a snow source.)
|
|
|
Rishadan Cutpurse
  ( 3)
Creature — Human Pirate
(1/1)
When this creature enters, each opponent sacrifices a permanent of their choice unless they pay .
|
|
|
Rites of Flourishing
  ( 3)
Enchantment
At the beginning of each player's draw step, that player draws an additional card. Each player may play an additional land on each of their turns.
|
|
|
Ritual of the Returned
  ( 4)
Instant
Exile target creature card from your graveyard. Create a black Zombie creature token. Its power is equal to that card's power and its toughness is equal to that card's toughness.
|
|
|
Riverwise Augur
  ( 4)
Creature — Merfolk Wizard
(2/2)
When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order.
|
|
|
Riveteers Provocateur
  ( 2)
Creature — — Viashino Warrior
(3/1)
Menace When Riveteers Provocateur enters the battlefield, choose a creature card in your hand without blitz. It perpetually gains blitz. The blitz cost is equal to its mana cost. Blitz  (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
|
|
|
Road of Return
  ( 2)
Sorcery
Choose one — • Return target permanent card from your graveyard to your hand. • Put your commander into your hand from the command zone. Entwine (Choose both if you pay the entwine cost.)
|
|
|
Roar of the Wurm
  ( 7)
Sorcery
Create a 6/6 green Wurm creature token. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Roaring Furnace // Steaming Sauna (Roaring Furnace)
  ( 2)
Enchantment — Room
When you unlock this door, this Room deals damage equal to the number of cards in your hand to target creature an opponent controls. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
|
|
|
Roaring Slagwurm
   ( 7)
Creature — Wurm
(6/4)
Whenever this creature attacks, tap all artifacts.
|
|
|
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.))
|
|
|
Rooftop Saboteurs
( 0)
Creature — Moonfolk Ninja
(2/3)
Flying Whenever this creature deals combat damage to a player or battle, draw a card.
|
|
|
Rootbreaker Wurm
   ( 7)
Creature — Wurm
(6/6)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
|
|
|
Rootha, Mercurial Artist
   ( 3)
Legendary Creature — Orc Shaman
(1/4)
, Return Rootha to its owner's hand: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
|
|
|
Rootpath Purifier
  ( 4)
Creature — Elf Druid
(3/4)
Lands you control and land cards in your library are basic.
|
|
|
Rootwise Survivor
   ( 5)
Creature — Human Survivor
(3/4)
Haste Survival — At the beginning of your second main phase, if this creature is tapped, put three +1/+1 counters on up to one target land you control. That land becomes a 0/0 Elemental creature in addition to its other types. It gains haste until your next turn.
|
|
|
Rose Room Treasurer
  ( 4)
Creature — Ogre Warrior
(4/3)
Alliance — Whenever another creature you control enters, create a Treasure token if this is the first or second time this ability has resolved this turn. Otherwise, you may pay . When you do, this creature deals X damage to any target.
|
|
|
Rosemane Centaur
   ( 5)
Creature — Centaur Soldier
(4/4)
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.) Vigilance
|
|
|
Rot-Curse Rakshasa
  ( 2)
Creature — Demon
(5/5)
Trample Decayed (This creature can't block. When it attacks, sacrifice it at end of combat.) Renew —   , Exile this card from your graveyard: Put a decayed counter on each of X target creatures. Activate only as a sorcery.
|
|
|
Rotting Regisaur
  ( 3)
Creature — Zombie Dinosaur
(7/6)
At the beginning of your upkeep, discard a card.
|
|
|
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.)
|
|
|
Ruinous Minotaur
   ( 3)
Creature — Minotaur Warrior
(5/2)
Whenever this creature deals damage to an opponent, sacrifice a land.
|
|
|
Run for Your Life
  ( 2)
Instant
One or two target creatures each gain haste until end of turn. They can't be blocked this turn except by creatures with haste. Escape—  , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
|
|
|
Runic Armasaur
   ( 3)
Creature — Dinosaur
(2/5)
Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.
|
|
|
Rupture
  ( 3)
Sorcery
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.
|
|
|
Rupture Spire
( 0)
Land
This land enters tapped. When this land enters, sacrifice it unless you pay . : Add one mana of any color.
|
|
|
Rural Recruit
  ( 4)
Creature — Human Peasant
(1/1)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) When this creature enters, create a 3/1 green Boar creature token.
|
|
|
Ruric Thar, the Unbowed
   ( 6)
Legendary Creature — Ogre Warrior
(6/6)
Vigilance, reach Ruric Thar attacks each combat if able. Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.
|
|
|
Sage of Hours
  ( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on it. Remove all +1/+1 counters from this creature: For each five counters removed this way, take an extra turn after this one.
|
|
|
Sakura-Tribe Elder
  ( 2)
Creature — Snake Shaman
(1/1)
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
|
|
|
Sakura-Tribe Scout
 ( 1)
Creature — Snake Shaman Scout
(1/1)
: You may put a land card from your hand onto the battlefield.
|
|
|
Sakura-Tribe Springcaller
  ( 4)
Creature — Snake Shaman
(2/4)
At the beginning of your upkeep, add . Until end of turn, you don't lose this mana as steps and phases end.
|
|
|
Samurai Enforcers
   ( 6)
Creature — Human Samurai
(4/4)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
|
|
|
Samurai of the Pale Curtain
  ( 2)
Creature — Fox Samurai
(2/2)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) If a permanent would be put into a graveyard, exile it instead.
|
|
|
Sandwurm Convergence
   ( 8)
Enchantment
Creatures with flying can't attack you or planeswalkers you control. At the beginning of your end step, create a 5/5 green Wurm creature token.
|
|
|
Sangrite Surge
   ( 6)
Sorcery
Target creature gets +3/+3 and gains double strike until end of turn.
|
|
|
Saproling Burst
  ( 5)
Enchantment
Fading 7 (This enchantment enters with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from this enchantment: Create a green Saproling creature token. It has "This token's power and toughness are each equal to the number of fade counters on Saproling Burst." When this enchantment leaves the battlefield, destroy all tokens created with this enchantment. They can't be regenerated.
|
|
|
Sarinth Greatwurm
   ( 6)
Creature — Wurm
(7/6)
Trample Whenever a land enters, create a tapped Powerstone token. (It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")
|
|
|
Saurian Symbiote
  ( 4)
Creature — Fungus Dinosaur
(2/3)
Reach (This creature can block creatures with flying.) When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Create a 1/1 green Saproling creature token.
|
|
|
Sauron, Lord of the Rings
    ( 8)
Legendary Creature — Avatar Horror
(9/9)
When you cast this spell, amass Orcs 5, mill five cards, then return a creature card from your graveyard to the battlefield. Trample Whenever a commander an opponent controls dies, the Ring tempts you.
|
|
|
Sauron, the Dark Lord
    ( 6)
Legendary Creature — Avatar Horror
(7/6)
Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards.
|
|
|
Sauron, the Lidless Eye
   ( 5)
Legendary Creature — Avatar Horror
(4/4)
When Sauron enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains haste until end of turn.   : Creatures you control get +2/+0 until end of turn. Each opponent loses 2 life.
|
|
|
Sauron, the Necromancer
   ( 5)
Legendary Creature — Avatar Horror
(4/4)
Menace Whenever Sauron attacks, exile target creature card from your graveyard. Create a tapped and attacking token that's a copy of that card, except it's a 3/3 black Wraith with menace. At the beginning of the next end step, exile that token unless Sauron is your Ring-bearer.
|
|
|
Sauron's Ransom
   ( 3)
Instant
Choose an opponent. They look at the top four cards of your library and separate them into a face-down pile and a face-up pile. Put one pile into your hand and the other into your graveyard. The Ring tempts you.
|
|
|
Savage Surge
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Untap that creature.
|
|
|
Scaled Nurturer
  ( 2)
Creature — Dragon Druid
(0/2)
: Add . When you spend this mana to cast a Dragon creature spell, you gain 2 life.
|
|
|
Scampering Surveyor
 ( 4)
Artifact Creature — Gnome
(3/2)
When this creature enters, search your library for a basic land card or Cave card, put it onto the battlefield tapped, then shuffle.
|
|
|
Scion of the Ur-Dragon
     ( 5)
Legendary Creature — Dragon Avatar
(4/4)
Flying : Search your library for a Dragon permanent card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle.
|
|
|
Scoria Wurm
  ( 5)
Creature — Wurm
(7/7)
At the beginning of your upkeep, flip a coin. If you lose the flip, return this creature to its owner's hand.
|
|
|
Scour
   ( 4)
Instant
Exile target enchantment. Search its controller's graveyard, hand, and library for all cards with the same name as that enchantment and exile them. Then that player shuffles.
|
|
|
Scour All Possibilities
  ( 2)
Sorcery
Scry 2, then draw a card. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Scour the Desert
   ( 5)
Sorcery
Exile target creature card from your graveyard. Create X 1/1 white Bird creature tokens with flying, where X is the exiled card's toughness.
|
|
|
Scour the Laboratory
   ( 6)
Instant
Delirium — This spell costs less to cast if there are four or more card types among cards in your graveyard. Draw three cards.
|
|
|
Scoured Barrens
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
|
|
|
Scourge of Fleets
   ( 7)
Creature — Kraken
(6/6)
When this creature enters, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
|
|
|
Scourge of Geier Reach
   ( 5)
Creature — Elemental
(3/3)
This creature gets +1/+1 for each creature your opponents control.
|
|
|
Scourge of Kher Ridges
   ( 8)
Creature — Dragon
(6/6)
Flying  : This creature deals 2 damage to each creature without flying.
 : This creature deals 6 damage to each other creature with flying.
|
|
|
Scourge of Nel Toth
   ( 7)
Creature — Zombie Dragon
(6/6)
Flying You may cast this creature from your graveyard by paying  and sacrificing two creatures rather than paying its mana cost.
|
|
|
Scourge of Numai
  ( 4)
Creature — Demon Spirit
(4/4)
At the beginning of your upkeep, you lose 2 life if you don't control an Ogre.
|
|
|
Scourge of Skola Vale
  ( 3)
Creature — Hydra
(0/0)
Trample This creature enters with two +1/+1 counters on it. , Sacrifice another creature: Put a number of +1/+1 counters on this creature equal to the sacrificed creature's toughness.
|
|
|
Scourge of the Nobilis
  ( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is red, it gets +1/+1 and has " : This creature gets +1/+0 until end of turn." As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
|
|
|
Scourge of the Skyclaves
  ( 2)
Creature — Demon
(*/*)
Kicker   When you cast this spell, if it was kicked, each player loses half their life, rounded up. Scourge of the Skyclaves's power and toughness are each equal to 20 minus the highest life total among players.
|
|
|
Scourge of the Throne
   ( 6)
Creature — Dragon
(5/5)
Flying Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
|
|
|
Scourge of the Undercity
  ( 2)
Creature — Gorgon Vampire
(2/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, another target creature you control gains lifelink until end of turn.
|
|
|
Scourge of Valkas
    ( 5)
Creature — Dragon
(4/4)
Flying Whenever this creature or another Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control. : This creature gets +1/+0 until end of turn.
|
|
|
Scourge Servant
  ( 5)
Creature — Phyrexian Zombie
(3/3)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
|
|
|
Scourge Wolf
  ( 2)
Creature — Wolf Horror
(2/2)
First strike Delirium — This creature has double strike as long as there are four or more card types among cards in your graveyard.
|
|
|
Scourgemark
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+0.
|
|
|
Scourglass
   ( 5)
Artifact
, Sacrifice this artifact: Destroy all permanents except for artifacts and lands. Activate only during your upkeep.
|
|
|
Scouring Sands
  ( 2)
Sorcery
Scouring Sands deals 1 damage to each creature your opponents control. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
|
|
|
Screaming Fury
  ( 3)
Sorcery
Target creature gets +5/+0 and gains haste until end of turn.
|
|
|
Scroll of Isildur
  ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to one target artifact for as long as you control this Saga. The Ring tempts you. II — Tap up to two target creatures. Put a stun counter on each of them. III — Draw a card for each tapped creature target opponent controls.
|
|
|
Sculpted Sunburst
   ( 5)
Sorcery
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
|
|
|
Scurrid Colony
  ( 2)
Creature — Squirrel
(2/2)
Reach This creature gets +2/+2 as long as you control eight or more lands.
|
|
|
Scurrilous Sentry
  ( 4)
Creature — Human Knight Rogue
(2/3)
Menace Whenever this creature enters or attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
|
|
|
Scurry Oak
  ( 3)
Creature — Treefolk
(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.) Whenever one or more +1/+1 counters are put on this creature, you may create a 1/1 green Squirrel creature token.
|
|
|
Scurry of Squirrels
  ( 3)
Creature — Squirrel Scout
(2/2)
Myriad, myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Then do it again. Exile the tokens at end of combat.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on target creature you control.
|
|
|
Search for Survivors
  ( 3)
Sorcery
Reorder your graveyard at random. An opponent chooses a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, exile it.
|
|
|
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.
|
|
|
Secure the Scene
  ( 5)
Sorcery
Exile target nonland permanent. Its controller creates a 1/1 white Soldier creature token.
|
|
|
Securitron Squadron
  ( 2)
Artifact Creature — Robot
(2/2)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) Vigilance Whenever a creature token you control enters, put a +1/+1 counter on it.
|
|
|
Security Blockade
  ( 3)
Enchantment — Aura
Enchant land When this Aura enters, create a 2/2 white Knight creature token with vigilance. Enchanted land has " : Prevent the next 1 damage that would be dealt to you this turn."
|
|
|
Security Bypass
  ( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is attacking alone, it can't be blocked. Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
|
|
|