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Shadow Lance
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has first strike.  : Enchanted creature gets +2/+2 until end of turn.
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Shadow of Doubt
  ( 2)
Instant
( can be paid with either or .) Players can't search libraries this turn. Draw a card.
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Shadow of Mortality
   ( 15)
Creature — Avatar
(7/7)
If your life total is less than your starting life total, this spell costs less to cast, where X is the difference.
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Shadow of the Enemy
    ( 6)
Sorcery
Exile all creature cards from target player's graveyard. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
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Shadow of the Grave
  ( 2)
Instant
Return to your hand all cards in your graveyard that you cycled or discarded this turn.
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Shadow of the Second Sun
   ( 6)
Enchantment — Aura
Enchant player At the beginning of each of enchanted player's postcombat main phases, there is an additional beginning phase after this phase. (The end step happens after the added untap, upkeep, and draw steps.)
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Shadow Prophecy
  ( 3)
Instant
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put up to two of them into your hand and the rest into your graveyard. You lose 2 life.
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Shadow Puppeteers
  ( 7)
Creature — Faerie Wizard
(4/4)
Flying, ward  When this creature enters, create two 1/1 black Faerie Rogue creature tokens with flying. Whenever a creature you control with flying attacks, you may have it become a red Dragon with base power and toughness 4/4 in addition to its other colors and types until end of turn.
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Shadow Rider
   ( 4)
Creature — Knight
(3/3)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I>
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Shadow Rift
 ( 1)
Instant
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Draw a card.
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Shadow Slice
  ( 5)
Sorcery
Target opponent loses 3 life. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Shadow Sliver
  ( 3)
Creature — Sliver
(1/1)
All Sliver creatures have shadow. (They can block or be blocked by only creatures with shadow.)
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Shadow Stinger
  ( 3)
Creature — Vampire Rogue
(1/4)
Tap another untapped Rogue you control: This creature gains deathtouch until end of turn. Whenever this creature deals combat damage to a player, that player mills three cards. (They put the top three cards of their library into their graveyard.)
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Shadow Summoning
  ( 2)
Sorcery
Create two tapped 1/1 white Spirit creature tokens with flying.
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Shadowbane
  ( 2)
Instant
The next time a source of your choice would deal damage to you and/or creatures you control this turn, prevent that damage. If damage from a black source is prevented this way, you gain that much life.
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Shadowbeast Sighting
  ( 4)
Sorcery
Create a 4/4 green Beast creature token. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Shadowborn Apostle
 ( 1)
Creature — Human Cleric
(1/1)
A deck can have any number of cards named Shadowborn Apostle. , Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
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Shadowborn Demon
   ( 5)
Creature — Demon
(5/6)
Flying When this creature enters, destroy target non-Demon creature. At the beginning of your upkeep, if there are fewer than six creature cards in your graveyard, sacrifice a creature.
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Shadowcloak Vampire
  ( 5)
Creature — Vampire
(4/3)
Pay 2 life: This creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Shadowed Caravel
 ( 2)
Artifact — Vehicle
(2/2)
Whenever a creature you control explores, put a +1/+1 counter on this Vehicle. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Shadowfax, Lord of Horses
   ( 5)
Legendary Creature — Horse
(4/4)
Horses you control have haste. (They can attack and as soon as they come under your control.) Whenever Shadowfax attacks, you may put a creature card with lesser power from your hand onto the battlefield tapped and attacking.
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Shadowfeed
 ( 1)
Instant
Exile target card from a graveyard. You gain 3 life.
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Shadowgrange Archfiend
  ( 7)
Creature — Demon
(8/4)
When this creature enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way. Madness— , Pay 8 life. (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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Shadowheart, Dark Justiciar
  ( 4)
Legendary Creature — Human Elf Cleric
(3/4)
 , , Sacrifice another creature: Draw X cards, where X is that creature's power.
Choose a Background (You can have a Background as a second commander.)
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Shadowmage Infiltrator
   ( 3)
Creature — Human Wizard
(1/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature deals combat damage to a player, you may draw a card.
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Shadows' Lair
( 0)
Land — Cave
(Transforms from Grasping Shadows.) : Add .
, , Remove a dread counter from this land: You draw a card and you lose 1 life.
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Shadows of the Past
  ( 2)
Enchantment
Whenever a creature dies, scry 1. (Look at the top card of your library. You may put that card on the bottom.)  : Each opponent loses 2 life and you gain 2 life. Activate only if there are four or more creature cards in your graveyard.
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Shadows' Verdict
   ( 5)
Sorcery
Exile all creatures and planeswalkers with mana value 3 or less from the battlefield and all creature and planeswalker cards with mana value 3 or less from all graveyards.
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Shadowspear
 ( 1)
Legendary Artifact — Equipment
Equipped creature gets +1/+1 and has trample and lifelink. : Permanents your opponents control lose hexproof and indestructible until end of turn.
Equip 
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Shadowstorm
 ( 1)
Sorcery
Shadowstorm deals 2 damage to each creature with shadow.
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Shadowstorm Vizier
  ( 2)
Creature — Human Cleric
(1/3)
Flying Whenever you cycle or discard a card, this creature gets +1/+1 until end of turn.
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Shadowy Backstreet
( 0)
Land — Plains Swamp
( : Add or .) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Shadrix Silverquill
   ( 5)
Legendary Creature — Elder Dragon
(2/5)
Flying, double strike At the beginning of combat on your turn, you may choose two. Each mode must target a different player. • Target player creates a 2/1 white and black Inkling creature token with flying. • Target player draws a card and loses 1 life. • Target player puts a +1/+1 counter on each creature they control.
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Shady Traveler
  ( 3)
Creature — Human Werewolf
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Shahrazad
  ( 2)
Sorcery
Players play a Magic subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half their life, rounded up.
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Shaile, Dean of Radiance
  ( 2)
Legendary Creature — Bird Cleric
(1/1)
Flying, vigilance : Put a +1/+1 counter on each creature that entered the battlefield under your control this turn.
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Shake the Foundations
  ( 3)
Instant
Shake the Foundations deals 1 damage to each creature without flying. Draw a card.
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Shakedown Heavy
  ( 3)
Creature — Ogre Warrior
(6/4)
Menace Whenever this creature attacks, defending player may have you draw a card. If they do, untap this creature and remove it from combat.
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Shalai and Hallar
    ( 4)
Legendary Creature — Angel Elf
(3/3)
Flying, vigilance Whenever one or more +1/+1 counters are put on a creature you control, Shalai and Hallar deals that much damage to target opponent.
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Shambling Attendants
  ( 8)
Creature — Zombie
(3/5)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Shanid, Sleepers' Scourge
    ( 4)
Legendary Creature — Human Knight
(2/4)
Menace Other legendary creatures you control have menace. Whenever you play a legendary land or cast a legendary spell, you draw a card and you lose 1 life.
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Shanna, Purifying Blade
   ( 3)
Legendary Creature — Human Warrior
(3/3)
Lifelink At the beginning of your end step, you may pay . If you do, draw X cards. X can't be greater than the amount of life you gained this turn.
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Shanodin Dryads
 ( 1)
Creature — Nymph Dryad
(1/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Shape the Sands
 ( 1)
Instant
Target creature gets +0/+5 and gains reach until end of turn. (It can block creatures with flying.)
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Sharae of Numbing Depths
   ( 4)
Legendary Creature — Merfolk Wizard
(2/3)
When Sharae enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you tap one or more untapped creatures your opponents control, draw a card. This ability triggers only once each turn.
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Shard Convergence
  ( 4)
Sorcery
Search your library for a Plains card, an Island card, a Swamp card, and a Mountain card. Reveal those cards, put them into your hand, then shuffle.
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Shard of Broken Glass
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature attacks, you may mill two cards. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Shard of the Nightbringer
    ( 8)
Creature — C’tan
(8/8)
Flying Drain Life — When this creature enters, if you cast it, target opponent loses half their life, rounded up. You gain life equal to the life lost this way.
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Shard of the Void Dragon
    ( 7)
Creature — C’tan
(7/7)
Flying Spear of the Void Dragon — Whenever this creature attacks, each opponent sacrifices a nonland permanent of their choice. Matter Absorption — Whenever an artifact is put into a graveyard from the battlefield or is put into exile from the battlefield, put two +1/+1 counters on this creature.
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Shard Phoenix
  ( 5)
Creature — Phoenix
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) Sacrifice this creature: It deals 2 damage to each creature without flying.   : Return this card from your graveyard to your hand. Activate only during your upkeep.
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Shard Volley
 ( 1)
Instant
As an additional cost to cast this spell, sacrifice a land. Shard Volley deals 3 damage to any target.
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Sharding Sphinx
   ( 6)
Artifact Creature — Sphinx
(4/4)
Flying Whenever an artifact creature you control deals combat damage to a player, you may create a 1/1 blue Thopter artifact creature token with flying.
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Shardless Agent
   ( 3)
Artifact Creature — Human Rogue
(2/2)
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.)
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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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Shardmage's Rescue
 ( 1)
Enchantment — Aura
Flash Enchant creature you control As long as this Aura entered this turn, enchanted creature has hexproof. Enchanted creature gets +1/+1.
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Shared Animosity
  ( 3)
Enchantment
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
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Shared Discovery
 ( 1)
Sorcery
As an additional cost to cast this spell, tap four untapped creatures you control. Draw three cards.
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Shared Fate
  ( 5)
Enchantment
If a player would draw a card, that player exiles the top card of one of their opponents' libraries face down instead. Each player may look at cards they exiled with this enchantment, and they may play lands and cast spells from among those cards.
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Shared Summons
   ( 5)
Instant
Search your library for up to two creature cards with different names, reveal them, put them into your hand, then shuffle.
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Shared Trauma
 ( 1)
Sorcery
Join forces — Starting with you, each player may pay any amount of mana. Each player mills X cards, where X is the total amount of mana paid this way.
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Shared Triumph
  ( 2)
Enchantment
As this enchantment enters, choose a creature type. Creatures of the chosen type get +1/+1.
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Sharpened Pitchfork
 ( 2)
Artifact — Equipment
Equipped creature has first strike. As long as equipped creature is a Human, it gets +1/+1. Equip 
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Sharp-Eyed Rookie
  ( 2)
Creature — Human Detective
(2/2)
Vigilance Whenever a creature you control enters, if its power is greater than this creature's power or its toughness is greater than this creature's toughness, put a +1/+1 counter on this creature and investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Shattered Angel
   ( 5)
Creature — Phyrexian Angel
(3/3)
Flying Whenever a land an opponent controls enters, you may gain 3 life.
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Shattered Crypt
   ( 2)
Sorcery
Return X target creature cards from your graveyard to your hand. You lose X life.
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Shattered Dreams
 ( 1)
Sorcery
Target opponent reveals their hand. You choose an artifact card from it. That player discards that card.
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Shattered Ego
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -3/-0.   : Put enchanted creature into its owner's library third from the top.
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Shattered Perception
  ( 3)
Sorcery
Discard all the cards in your hand, then draw that many cards. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Shattered Sanctum
( 0)
Land
This land enters tapped unless you control two or more other lands. : Add or .
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Glassworks // Shattered Yard (Shattered Yard)
  ( 5)
Enchantment — Room
At the beginning of your end step, this Room deals 1 damage to each opponent. (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.)
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Shauku, Endbringer
   ( 7)
Legendary Creature — Vampire
(5/5)
Flying Shauku can't attack if there's another creature on the battlefield. At the beginning of your upkeep, you lose 3 life. : Exile target creature and put a +1/+1 counter on Shauku.
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Shed Weakness
 ( 1)
Instant
Target creature gets +2/+2 until end of turn. You may remove a -1/-1 counter from it.
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Shefet Archfiend
   ( 7)
Creature — Demon
(5/5)
Flying When this creature enters, all other creatures get -2/-2 until end of turn. Cycling ( , Discard this card: Draw a card.)
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Shell Shield
 ( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Shelldock Isle
( 0)
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. : Add .
, : You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.
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Shelob, Child of Ungoliant
   ( 6)
Legendary Creature — Spider Demon
(8/8)
Deathtouch, ward  Other Spiders you control have deathtouch and ward . Whenever another creature dealt damage this turn by a Spider you controlled dies, create a token that's a copy of that creature, except it's a Food artifact with " , , Sacrifice this token: You gain 3 life," and it loses all other card types.
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Sheltered Aerie
  ( 3)
Enchantment — Aura
Enchant land Enchanted land has " : Add two mana of any one color."
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Sheltered by Ghosts
  ( 2)
Enchantment — Aura
Enchant creature you control When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield. Enchanted creature gets +1/+0 and has lifelink and ward .
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Sheltered Valley
( 0)
Land
If this land would enter, instead sacrifice each other permanent named Sheltered Valley you control, then put this land onto the battlefield. At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life. : Add .
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Sheltering Word
  ( 2)
Instant
Target creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Sheoldred
   ( 5)
Legendary Creature — Phyrexian Praetor
(4/5)
Menace When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice.  : Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
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Sheoldred, the Apocalypse
   ( 4)
Legendary Creature — Phyrexian Praetor
(4/5)
Deathtouch Whenever you draw a card, you gain 2 life. Whenever an opponent draws a card, they lose 2 life.
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Sheoldred, Whispering One
   ( 7)
Legendary Creature — Phyrexian Praetor
(6/6)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) At the beginning of your upkeep, return target creature card from your graveyard to the battlefield. At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice.
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Sheoldred's Edict
  ( 2)
Instant
Choose one — • Each opponent sacrifices a nontoken creature of their choice. • Each opponent sacrifices a creature token of their choice. • Each opponent sacrifices a planeswalker of their choice.
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Sheoldred's Headcleaver
  ( 4)
Creature — Phyrexian Warrior
(2/4)
Menace Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
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Sheoldred's Restoration
  ( 4)
Sorcery
Kicker  (You may pay an additional  as you cast this spell.) Return target creature card from your graveyard to the battlefield. If this spell was kicked, you gain life equal to that card's mana value. Otherwise, you lose that much life. Exile Sheoldred's Restoration.
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