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Spellbinder
 ( 3)
Artifact — Equipment
Imprint — When this Equipment enters, you may exile an instant card from your hand. Whenever equipped creature deals combat damage to a player, you may copy the exiled card. If you do, you may cast the copy without paying its mana cost. Equip 
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Spellbook Vendor
  ( 2)
Creature — Human Peasant
(2/2)
Vigilance At the beginning of combat on your turn, you may pay . When you do, create a Sorcerer Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has "Whenever this creature attacks, scry 1.")
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Spellbound Dragon
   ( 5)
Creature — Dragon
(3/5)
Flying Whenever this creature attacks, draw a card, then discard a card. This creature gets +X/+0 until end of turn, where X is the discarded card's mana value.
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Spelldrain Assassin
   ( 3)
Creature — — Vampire Assassin
(3/3)
When Spelldrain Assassin enters the battlefield, choose an instant or sorcery card in your hand. It perpetually gains casualty 2. (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
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Spellgorger Weird
  ( 3)
Creature — Weird
(2/2)
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
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Spellkeeper Weird
  ( 3)
Creature — Weird
(1/4)
, , Sacrifice this creature: Return target instant or sorcery card from your graveyard to your hand.
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Spellmorph Raise Dead (playtest)
 ( 1)
Instant
Return target creature card from your graveyard to your hand. Spellmorph (You may cast this card face down as a 2/2 creature for . Cast it any time for its spellmorph cost.)
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Spellweaver Duo
  ( 7)
Creature — Human Wizard
(4/4)
Assist (Another player can pay up to of this spell's cost.) When this creature enters, you may return target tapped creature to its owner's hand.
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Spellwild Ouphe
  ( 2)
Creature — Ouphe
(1/3)
Spells that target this creature cost less to cast.
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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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Sphinx Ambassador
   ( 7)
Creature — Sphinx
(5/5)
Flying Whenever this creature deals combat damage to a player, search that player's library for a card, then that player chooses a card name. If you searched for a creature card that doesn't have that name, you may put it onto the battlefield under your control. Then that player shuffles.
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Sphinx Mindbreaker
   ( 7)
Creature — Sphinx
(6/6)
Flying When this creature enters, each opponent mills ten 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-Bone Wand
 ( 7)
Artifact
Whenever you cast an instant or sorcery spell, you may put a charge counter on this artifact. If you do, this artifact deals damage equal to the number of charge counters on it to any target.
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Sphinx's Decree
  ( 2)
Sorcery
Each opponent can't cast instant or sorcery spells during that player's next turn.
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Sphinx's Disciple
   ( 5)
Creature — Human Wizard
(2/2)
Flying Inspired — Whenever this creature becomes untapped, draw a card.
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Spider Climb
 ( 1)
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +0/+3 and has reach. (It can block creatures with flying.)
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Spider Food
  ( 3)
Sorcery
Destroy up to one target artifact, enchantment, or creature with flying. Create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Spider Spawning
  ( 5)
Sorcery
Create a 1/2 green Spider creature token with reach for each creature card in your graveyard. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Spider Umbra
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has reach. (It can block creatures with flying.) Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Spidersilk Armor
  ( 3)
Enchantment
Creatures you control get +0/+1 and have reach. (They can block creatures with flying.)
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Spidersilk Net
 ( 0)
Artifact — Equipment
Equipped creature gets +0/+2 and has reach. (It can block creatures with flying.) Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Spiderwig Boggart
  ( 3)
Creature — Goblin Shaman
(2/2)
When this creature enters, target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Spidery Grasp
  ( 3)
Instant
Untap target creature. It gets +2/+4 and gains reach until end of turn. (It can block creatures with flying.)
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Spike Breeder
  ( 4)
Creature — Spike
(0/0)
This creature enters with three +1/+1 counters on it. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
, Remove a +1/+1 counter from this creature: Create a 1/1 green Spike creature token.
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Spike Drone
 ( 1)
Creature — Spike Drone
(0/0)
This creature enters with a +1/+1 counter on it. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
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Spike Feeder
   ( 3)
Creature — Spike
(0/0)
This creature enters with two +1/+1 counters on it. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from this creature: You gain 2 life.
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Spike Soldier
   ( 4)
Creature — Spike Soldier
(0/0)
This creature enters with three +1/+1 counters on it. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from this creature: This creature gets +2/+2 until end of turn.
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Spiked Baloth
  ( 4)
Creature — Beast
(4/2)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Spiked Corridor // Torture Pit (Spiked Corridor)
  ( 4)
Enchantment — Room
When you unlock this door, create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." (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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Spiked Pit Trap
 ( 1)
Artifact
Flash , , Sacrifice this artifact: Choose target creature, then roll a d20.
1–9 | This artifact deals 5 damage to that creature. 10–20 | This artifact deals 5 damage to that creature. Create a Treasure token.
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Spiked Ripsaw
  ( 3)
Artifact — Equipment
Equipped creature gets +3/+3. Whenever equipped creature attacks, you may sacrifice a Forest. If you do, that creature gains trample until end of turn. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Spikefield Hazard
 ( 1)
Instant
Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.
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Spiketail Drake
   ( 5)
Creature — Drake
(3/3)
Flying Sacrifice this creature: Counter target spell unless its controller pays .
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Spiketail Drakeling
   ( 3)
Creature — Drake
(2/2)
Flying Sacrifice this creature: Counter target spell unless its controller pays .
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Spike-Tailed Ceratops
  ( 5)
Creature — Dinosaur
(4/4)
This creature can block an additional creature each combat.
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Spinal Centipede
  ( 3)
Creature — Insect
(3/2)
When this creature dies, put a +1/+1 counter on target creature you control.
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Spindrift Drake
 ( 1)
Creature — Drake
(2/1)
Flying At the beginning of your upkeep, sacrifice this creature unless you pay .
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Spined Fluke
  ( 3)
Creature — Worm Horror
(5/1)
When this creature enters, sacrifice a creature. : Regenerate this creature.
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Spined Megalodon
   ( 7)
Creature — Shark
(5/7)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever this creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Spined Sliver
  ( 2)
Creature — Sliver
(2/2)
Whenever a Sliver becomes blocked, that Sliver gets +1/+1 until end of turn for each creature blocking it.
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Spined Thopter
  ( 3)
Artifact Creature — Phyrexian Thopter
(2/1)
( can be paid with either or 2 life.) Flying
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Spined Tyrranax
  ( 5)
Creature — Dinosaur Beast
(5/5)
At the beginning of combat on your turn, you may pay  . When you do, put a +1/+1 counter on target creature. That creature gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Spineseeker Centipede
  ( 3)
Creature — Insect
(2/1)
When this creature enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. Delirium — This creature gets +1/+2 and has vigilance as long as there are four or more card types among cards in your graveyard.
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Spinewoods Armadillo
   ( 6)
Creature — Armadillo
(7/7)
Reach Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)  , Discard this card: Search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle. You gain 3 life.
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Spinewoods Paladin
  ( 5)
Creature — Human Knight
(5/4)
Trample When this creature enters, you gain 3 life. 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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Spinning Darkness
   ( 6)
Instant
You may exile the top three black cards of your graveyard rather than pay this spell's mana cost. Spinning Darkness deals 3 damage to target nonblack creature. You gain 3 life.
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Spiraling Duelist
   ( 4)
Creature — Human Berserker
(3/1)
Metalcraft — This creature has double strike as long as you control three or more artifacts.
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Spire Garden
( 0)
Land
This land enters tapped unless you have two or more opponents. : Add or .
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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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Spire Winder
  ( 4)
Creature — Snake
(2/3)
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature gets +1/+1 as long as you have the city's blessing.
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Spireside Infiltrator
  ( 3)
Creature — Human Rogue
(3/2)
Whenever this creature becomes tapped, it deals 1 damage to each opponent.
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Spirit Bonds
  ( 2)
Enchantment
Whenever a nontoken creature you control enters, you may pay . If you do, create a 1/1 white Spirit creature token with flying.  , Sacrifice a Spirit: Target non-Spirit creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Spirit en-Dal
  ( 3)
Creature — Spirit
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Forecast —  , Reveal this creature from your hand: Target creature gains shadow until end of turn. (Activate only during your upkeep and only once each turn.)
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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 Shield
 ( 3)
Artifact
You may choose not to untap this artifact during your untap step. , : Target creature gets +0/+2 for as long as this artifact remains tapped.
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Spirited Companion
  ( 2)
Enchantment Creature — Dog
(1/1)
When this creature enters, draw a card.
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Spiritual Guardian
   ( 5)
Creature — Spirit
(3/4)
When this creature enters, you gain 4 life.
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Spiteful Banditry
   ( 2)
Enchantment
When this enchantment enters, it deals X damage to each creature. Whenever one or more creatures your opponents control die, you create a Treasure token. This ability triggers only once each turn.
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Spiteful Returned
  ( 2)
Enchantment Creature — Zombie
(1/1)
Bestow  (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Whenever this creature or enchanted creature attacks, defending player loses 2 life. Enchanted creature gets +1/+1.
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Spiteful Shadows
  ( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature is dealt damage, it deals that much damage to its controller.
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Spiteful Squad
   ( 4)
Creature — Human Warlock
(0/0)
Deathtouch This creature enters with two +1/+1 counters on it. When this creature dies, put its counters on target creature you control.
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Spitfire Handler
  ( 2)
Creature — Goblin
(1/1)
This creature can't block creatures with power greater than this creature's power. : This creature gets +1/+0 until end of turn.
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Spitting Dilophosaurus
  ( 3)
Creature — Dinosaur
(3/2)
Whenever this creature enters or attacks, put a -1/-1 counter on up to one target creature. Creatures your opponents control with -1/-1 counters on them can't block.
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Spitting Drake
  ( 4)
Creature — Drake
(2/2)
Flying : This creature gets +1/+0 until end of turn. Activate only once each turn.
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Spitting Hydra
   ( 5)
Creature — Hydra
(0/0)
This creature enters with four +1/+1 counters on it.  , Remove a +1/+1 counter from this creature: It deals 1 damage to target creature.
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Spitting Spider
   ( 5)
Creature — Spider
(3/5)
Reach (This creature can block creatures with flying.) Sacrifice a land: This creature deals 1 damage to each creature with flying.
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Splendid Agony
  ( 3)
Instant
Distribute two -1/-1 counters among one or two target creatures.
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Splendid Reclamation
  ( 4)
Sorcery
Return all land cards from your graveyard to the battlefield tapped.
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Splendor Mare
  ( 3)
Creature — Elk Unicorn
(3/3)
Lifelink Cycling  ( , Discard this card: Draw a card.) When you cycle this card, put a lifelink counter on target creature you control.
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Split Decision
  ( 2)
Instant
Will of the council — Choose target instant or sorcery spell. Starting with you, each player votes for denial or duplication. If denial gets more votes, counter the spell. If duplication gets more votes or the vote is tied, copy the spell. You may choose new targets for the copy.
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Splitskin Doll
  ( 2)
Artifact Creature — Toy
(2/1)
When this creature enters, draw a card. Then discard a card unless you control another creature with power 2 or less.
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Splitting Headache
  ( 4)
Sorcery
Choose one — • Target player discards two cards. • Target player reveals their hand. You choose a card from it. That player discards that card.
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Spoils of Adventure
   ( 6)
Instant
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) You gain 3 life and draw three cards.
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Spoils of Blood
 ( 1)
Instant
Create an X/X black Horror creature token, where X is the number of creatures that died this turn.
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Spore Cloud
   ( 3)
Instant
Tap all blocking creatures. Prevent all combat damage that would be dealt this turn. Each attacking creature and each blocking creature doesn't untap during its controller's next untap step.
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Sporecrown Thallid
  ( 2)
Creature — Fungus
(2/2)
Each other creature you control that's a Fungus or Saproling gets +1/+1.
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Sporemound
   ( 5)
Creature — Fungus
(3/3)
Landfall — Whenever a land you control enters, create a 1/1 green Saproling creature token.
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Sporesower Thallid
   ( 4)
Creature — Fungus
(4/4)
At the beginning of your upkeep, put a spore counter on each Fungus you control. Remove three spore counters from this creature: Create a 1/1 green Saproling creature token.
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Spread the Sickness
  ( 5)
Sorcery
Destroy target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Spreading Algae
 ( 1)
Enchantment — Aura
Enchant Swamp When enchanted land becomes tapped, destroy it. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
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