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Sundering Eruption
  ( 3)
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Creatures without flying can't block this turn.
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Sundering Fork
( 0)
Artifact — Contraption
Whenever you crank this Contraption, destroy target artifact.
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Sundering Growth
  ( 2)
Instant
Destroy target artifact or enchantment, then populate. (Create a token that's a copy of a creature token you control.)
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Sundering Stroke
  ( 7)
Sorcery
Sundering Stroke deals 7 damage divided as you choose among one, two, or three targets. If at least seven red mana was spent to cast this spell, instead Sundering Stroke deals 7 damage to each of those permanents and/or players.
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Sundering Titan
 ( 8)
Artifact Creature — Golem
(7/10)
When this creature enters or leaves the battlefield, choose a land of each basic land type, then destroy those lands.
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Sundering Vitae
  ( 3)
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.) Destroy target artifact or enchantment.
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Sundial of the Infinite
 ( 2)
Artifact
, : End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Sundown Pass
( 0)
Land
This land enters tapped unless you control two or more other lands. : Add or .
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Sungold Barrage
  ( 3)
Instant
Destroy target creature with toughness 4 or greater.
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Sungold Sentinel
  ( 2)
Creature — Human Soldier
(3/2)
Whenever this creature enters or attacks, exile up to one target card from a graveyard. Coven —  : Choose a color. This creature gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.
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Sunken Citadel
( 0)
Land — Cave
This land enters tapped. As it enters, choose a color. : Add one mana of the chosen color.
: Add two mana of the chosen color. Spend this mana only to activate abilities of land sources.
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Sunken Field
  ( 2)
Enchantment — Aura
Enchant land Enchanted land has " : Counter target spell unless its controller pays ."
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Sunscorched Desert
( 0)
Land — Desert
When this land enters, it deals 1 damage to target player or planeswalker. : Add .
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Sunseed Nurturer
  ( 3)
Creature — Human Druid Wizard
(1/1)
At the beginning of your end step, if you control a creature with power 5 or greater, you may gain 2 life. : Add .
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Sunset Pyramid
 ( 2)
Artifact
This artifact enters with three brick counters on it. , , Remove a brick counter from this artifact: Draw a card.
, : Scry 1.
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Sunshower Druid
 ( 1)
Creature — Frog Druid
(0/2)
When this creature enters, put a +1/+1 counter on target creature and you gain 1 life.
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Sunspring Expedition
 ( 1)
Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment. Remove three quest counters from this enchantment and sacrifice it: You gain 8 life.
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Suntail Squadron
   ( 4)
Instant
Conjure a card named Suntail Hawk into your hand. If you have fewer than seven cards in hand, repeat this process.
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Suntouched Myr
 ( 3)
Artifact Creature — Myr
(0/0)
Sunburst (This enters with a +1/+1 counter on it for each color of mana spent to cast it.)
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Super-Duper Death Ray
  ( 3)
Instant
Trample (This spell can deal excess damage to its target's controller.) Super-Duper Death Ray deals 4 damage to target creature.
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Super-Duper Lost
  ( 5)
Instant
Put target creature into its owner's library just beneath the top X cards of that library, where X is the number of doors you can see from your seat.
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Supply Drop
 ( 3)
Artifact
Flash When this artifact enters, target creature you control gets +2/+2 until end of turn. , , Sacrifice this artifact: Draw a card.
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Suppression Bonds
  ( 4)
Enchantment — Aura
Enchant nonland permanent Enchanted permanent can't attack or block, and its activated abilities can't be activated.
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Suppression Field
  ( 2)
Enchantment
Activated abilities cost more to activate unless they're mana abilities.
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Suppressor Skyguard
   ( 4)
Creature — Human Knight
(2/4)
Flying Whenever a player attacks you, if that player has another opponent who isn't being attacked, prevent all combat damage that would be dealt to you this combat.
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Supreme Verdict
    ( 4)
Sorcery
This spell can't be countered. Destroy all creatures.
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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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Surestrike Trident
 ( 2)
Artifact — Equipment
Equipped creature has first strike and " , Unattach Surestrike Trident: This creature deals damage equal to its power to target player or planeswalker." 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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Surge Node
 ( 1)
Artifact
This artifact enters with six charge counters on it. , , Remove a charge counter from this artifact: Put a charge counter on target artifact.
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Surging Dementia
  ( 2)
Sorcery
Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs. Put the rest on the bottom of your library.) Target player discards a card.
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Surly Badgersaur
  ( 4)
Creature — Badger Dinosaur
(3/3)
Whenever you discard a creature card, put a +1/+1 counter on this creature. Whenever you discard a land card, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.") Whenever you discard a noncreature, nonland card, this creature fights up to one target creature you don't control.
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Surprise Deployment
  ( 4)
Instant
Cast this spell only during combat. You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand. (Return it only if it's on the battlefield.)
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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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Surrak Dragonclaw
    ( 5)
Legendary Creature — Human Warrior
(6/6)
Flash This spell can't be countered. Creature spells you control can't be countered. Other creatures you control have trample.
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Surrakar Marauder
  ( 2)
Creature — Surrakar
(2/1)
Landfall — Whenever a land you control enters, this creature gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Surrakar Spellblade
   ( 3)
Creature — Surrakar
(2/1)
Whenever you cast an instant or sorcery spell, you may put a charge counter on this creature. Whenever this creature deals combat damage to a player, you may draw X cards, where X is the number of charge counters on it.
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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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Surtland Elementalist
   ( 7)
Creature — Giant Wizard
(8/8)
As an additional cost to cast this spell, reveal a Giant card from your hand or pay . Whenever this creature attacks, you may cast an instant or sorcery spell from your hand without paying its mana cost.
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Surtland Flinger
   ( 5)
Creature — Giant Berserker
(4/6)
Whenever this creature attacks, you may sacrifice another creature. When you do, this creature deals damage equal to the sacrificed creature's power to any target. If the sacrificed creature was a Giant, this creature deals twice that much damage instead.
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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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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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Suspend
 ( 1)
Instant
Exile target creature and put two 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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Suspension Field
  ( 2)
Enchantment
When this enchantment enters, you may exile target creature with toughness 3 or greater until this enchantment leaves the battlefield. (That creature returns under its owner's control.)
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Suspicious Detonation
  ( 5)
Sorcery
This spell costs less to cast if you've sacrificed an artifact this turn. This spell can't be countered. (This includes by the ward ability.) Suspicious Detonation deals 4 damage to target creature.
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Sutured Ghoul
    ( 7)
Creature — Zombie
(*/*)
Trample As this creature enters, exile any number of creature cards from your graveyard. Sutured Ghoul's power is equal to the total power of the exiled cards and its toughness is equal to their total toughness.
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Svyelun of Sea and Sky
   ( 3)
Legendary Creature — Merfolk God
(3/4)
Svyelun has indestructible as long as you control at least two other Merfolk. Whenever Svyelun attacks, draw a card. Other Merfolk you control have ward . (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Swarm of Bloodflies
  ( 5)
Creature — Insect
(0/0)
Flying This creature enters with two +1/+1 counters on it. Whenever another creature dies, put a +1/+1 counter on this creature.
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Swarmyard
( 0)
Land
: Add .
: Regenerate target Insect, Rat, Spider, or Squirrel. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Swarmyard Massacre
   ( 5)
Sorcery
Create two 1/1 green Squirrel creature tokens. Then each creature that isn't an Insect, Rat, Spider, or Squirrel gets -1/-1 until end of turn for each creature you control that's an Insect, Rat, Spider, or Squirrel.
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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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Two-Handed Axe (Sweeping Cleave)
  ( 2)
Instant — Adventure
Target creature you control gains double strike until end of turn. (Then exile this card. You may cast the artifact later from exile.)
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Murderous Rider (Swift End)
   ( 3)
Instant — Adventure
Destroy target creature or planeswalker. You lose 2 life. (Then exile this card. You may cast the creature later from exile.)
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Swift Warden
   ( 3)
Creature — Merfolk Warrior
(3/3)
Flash When this creature enters, target Merfolk you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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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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Swiftgear Drake
 ( 5)
Artifact Creature — Drake
(2/4)
Flying, haste When this creature enters, put up to one target card from a graveyard on the bottom of its owner's library.
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Swindler's Scheme
  ( 3)
Enchantment
Whenever an opponent casts a spell from their hand, you may reveal the top card of your library. If it shares a card type with that spell, counter that spell and that opponent may cast the revealed card without paying its mana cost.
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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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Swooping Pteranodon
   ( 5)
Creature — Dinosaur
(3/3)
Flying, haste Whenever this creature or another Dinosaur you control with flying enters, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains flying and haste until end of turn. At the beginning of the next end step, target land deals 3 damage to that creature.
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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 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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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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Sydri, Galvanic Genius
   ( 3)
Legendary Creature — Human Artificer
(2/2)
: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value until end of turn.
 : Target artifact creature gains deathtouch and lifelink until end of turn.
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