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Scorched Earth
  ( 1)
Sorcery
As an additional cost to cast this spell, discard X land cards. Destroy X target lands.
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Scorched Rusalka
 ( 1)
Creature — Spirit
(1/1)
, Sacrifice a creature: This creature deals 1 damage to target player or planeswalker.
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Scorching Dragonfire
  ( 2)
Instant
Scorching Dragonfire deals 3 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
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Scorching Winds
 ( 1)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Scorching Winds deals 1 damage to each attacking creature.
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Scorn-Blade Berserker
 ( 1)
Creature — Human Berserker
(0/1)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) , Sacrifice this creature: Draw a card.
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Scorned Villager
  ( 2)
Creature — Human Werewolf
(1/1)
: Add .
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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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.
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Scoured Barrens
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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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.
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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.
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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.)
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Scout the Borders
  ( 3)
Sorcery
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
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Scrap Welder
  ( 3)
Creature — Goblin Artificer
(3/3)
, Sacrifice an artifact with mana value X: Return target artifact card with mana value less than X from your graveyard to the battlefield. It gains haste until end of turn.
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Scrapdiver Serpent
   ( 7)
Creature — Serpent
(5/5)
This creature can't be blocked as long as defending player controls an artifact.
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Scrapskin Drake
  ( 3)
Creature — Zombie Drake
(2/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) This creature can block only creatures with flying.
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Scrapyard Mongrel
  ( 4)
Creature — Dog
(3/3)
As long as you control an artifact, this creature gets +2/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Scrapyard Recombiner
 ( 3)
Artifact Creature — Construct
(0/0)
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) , Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle.
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Scrapyard Salvo
   ( 3)
Sorcery
Scrapyard Salvo deals damage to target player or planeswalker equal to the number of artifact cards in your graveyard.
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Scrapyard Steelbreaker
  ( 4)
Artifact Creature — Human Warrior
(3/4)
, Sacrifice another artifact: This creature gets +2/+1 until end of turn.
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Screeching Buzzard
  ( 4)
Creature — Bird
(2/2)
Flying When this creature dies, each opponent discards a card.
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Screeching Drake
  ( 4)
Creature — Drake
(2/2)
Flying When this creature enters, draw a card, then discard a card.
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Scribe of the Mindful
  ( 3)
Creature — Human Cleric
(2/2)
, , Sacrifice this creature: Return target instant or sorcery card from your graveyard to your hand.
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Scroll of Griselbrand
 ( 1)
Artifact
, Sacrifice this artifact: Target opponent discards a card. If you control a Demon, that player loses 3 life.
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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.
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Scrounged Scythe
( 0)
Artifact — Equipment
Equipped creature gets +1/+1. As long as equipped creature is a Human, it has menace. (It can't be blocked except by two or more creatures.) Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Scrounging Bandar
  ( 2)
Creature — Cat Monkey
(0/0)
This creature enters with two +1/+1 counters on it. At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto another target creature.
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Sculpted Perfection
   ( 4)
Enchantment
When this enchantment enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and " : Transform this token." It transforms into a 0/0 Phyrexian artifact creature.) Phyrexians you control get +1/+1.
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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.
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Scurrid Colony
  ( 2)
Creature — Squirrel
(2/2)
Reach This creature gets +2/+2 as long as you control eight or more lands.
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Scuttletide
  ( 2)
Enchantment
, Discard a card: Create a 0/3 blue Crab creature token.
Delirium — Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.
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Scuttling Death
  ( 5)
Creature — Spirit
(4/2)
Sacrifice this creature: Target creature gets -1/-1 until end of turn. Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
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Scuttling Doom Engine
 ( 6)
Artifact Creature — Construct
(6/6)
This creature can't be blocked by creatures with power 2 or less. When this creature dies, it deals 6 damage to target opponent or planeswalker.
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Scuzzback Marauders
  ( 5)
Creature — Goblin Warrior
(5/2)
Trample Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Scythe Leopard
 ( 1)
Creature — Cat
(1/1)
Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn.
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Scythe of the Wretched
 ( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Whenever a creature dealt damage by equipped creature this turn dies, return that card to the battlefield under your control. Attach this Equipment to that creature. Equip 
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Sea Drake
  ( 3)
Creature — Drake
(4/3)
Flying When this creature enters, return two target lands you control to their owner's hand.
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Sea God's Revenge
  ( 6)
Sorcery
Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Sea God's Scorn
   ( 6)
Sorcery
Return up to three target creatures and/or enchantments to their owners' hands.
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Sea of Clouds
( 0)
Land
This land enters tapped unless you have two or more opponents. : Add or .
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Sea Snidd
  ( 5)
Creature — Beast
(3/3)
: Target land becomes the basic land type of your choice until end of turn.
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Sea-Dasher Octopus
   ( 3)
Creature — Octopus
(2/2)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flash Whenever this creature deals combat damage to a player, draw a card.
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Seafloor Debris
( 0)
Land
This land enters tapped. : Add .
, Sacrifice this land: Add one mana of any color.
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Seal of Doom
  ( 3)
Enchantment
Sacrifice this enchantment: Destroy target nonblack creature. It can't be regenerated.
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Seal of Primordium
  ( 2)
Enchantment
Sacrifice this enchantment: Destroy target artifact or enchantment.
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Seal of the Guildpact
 ( 5)
Artifact
As this artifact enters, choose two colors. Each spell you cast costs less to cast for each of the chosen colors it is.
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Sealed Fate
   ( 2)
Sorcery
Look at the top X cards of target opponent's library. Exile one of those cards and put the rest back on top of that player's library in any order.
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Séance Board
 ( 2)
Artifact
Morbid — At the beginning of each end step, if a creature died this turn, put a soul counter on this artifact. : Add X mana of any one color, where X is the number of soul counters on this artifact. Spend this mana only to cast instant, sorcery, Demon, and Spirit spells.
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Searing Blood
  ( 2)
Instant
Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller.
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Searing Meditation
   ( 3)
Enchantment
Whenever you gain life, you may pay . If you do, this enchantment deals 2 damage to any target.
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Searing Wind
  ( 9)
Instant
Searing Wind deals 10 damage to any target.
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Seasoned Buttoneer
  ( 3)
Creature — Vedalken Employee
(2/2)
When this creature enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
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Seasoned Consultant
  ( 2)
Creature — Human Detective
(1/3)
Whenever you attack with three or more creatures, this creature gets +2/+0 until end of turn.
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Seasoned Dungeoneer
  ( 4)
Creature — Human Warrior
(3/4)
When this creature enters, you take the initiative. Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. 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 the creature, then put the card back or put it into your graveyard.)
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Seasoned Hallowblade
  ( 2)
Creature — Human Warrior
(3/1)
Discard a card: Tap this creature. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Seasoned Marshal
   ( 4)
Creature — Human Soldier
(2/2)
Whenever this creature attacks, you may tap target creature.
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Seasoned Pyromancer
   ( 3)
Creature — Human Shaman
(2/2)
When this creature enters, discard two cards, then draw two cards. For each nonland card discarded this way, create a 1/1 red Elemental creature token.   , Exile this card from your graveyard: Create two 1/1 red Elemental creature tokens.
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Seasoned Tactician
  ( 3)
Creature — Human Advisor
(1/3)
, Exile the top four cards of your library: The next time a source of your choice would deal damage to you this turn, prevent that damage.
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Seasoned Warrenguard
 ( 1)
Creature — Rabbit Warrior
(1/2)
Whenever this creature attacks while you control a token, this creature gets +2/+0 until end of turn.
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Seasoned Weaponsmith (playtest)
  ( 3)
Creature — — Bird Warrior
(5/2)
Tasty (This creature can be attacked directly. If it is attacked, it can't block creatures that didn't attack it.)
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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.
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Secluded Glen
( 0)
Land
As this land enters, you may reveal a Faerie card from your hand. If you don't, this land enters tapped. : Add or .
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Secluded Steppe
( 0)
Land
This land enters tapped. : Add .
Cycling ( , Discard this card: Draw a card.)
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Second Breakfast
  ( 3)
Instant
Up to two target creatures each get +2/+1 until end of turn. Create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Second Chance
  ( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, sacrifice this enchantment and take an extra turn after this one.
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Second Guess
  ( 2)
Instant
Counter target spell that's the second spell cast this turn.
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Second Harvest
   ( 4)
Instant
For each token you control, create a token that's a copy of that permanent.
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Second Sight
  ( 3)
Instant
Choose one — • Look at the top five cards of target opponent's library, then put them back in any order. • Look at the top five cards of your library, then put them back in any order. Entwine (Choose both if you pay the entwine cost.)
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Second Sunrise
   ( 3)
Instant
Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
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Second Wind
  ( 3)
Enchantment — Aura
Enchant creature : Tap enchanted creature.
: Untap enchanted creature.
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Secret Arcade // Dusty Parlor (Secret Arcade)
  ( 5)
Enchantment — Room
Nonland permanents you control and permanent spells you control are enchantments in addition to their other types. (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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Secret Door
 ( 1)
Artifact Creature — Wall
(0/4)
Defender  : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
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Secrets of the Dead
  ( 3)
Enchantment
Whenever you cast a spell from your graveyard, draw a card.
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Secrets of the Golden City
   ( 3)
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead.
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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.
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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."
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Security Detail
  ( 4)
Enchantment
 : Create a 1/1 white Soldier creature token. Activate only if you control no creatures and only once each turn.
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Sedge Scorpion
 ( 1)
Creature — Scorpion
(1/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Sedge Sliver
  ( 3)
Creature — Sliver
(2/2)
All Sliver creatures have "This creature gets +1/+1 as long as you control a Swamp." All Slivers have " : Regenerate this permanent." (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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Sedge Troll
  ( 3)
Creature — Troll
(2/2)
This creature gets +1/+1 as long as you control a Swamp. : Regenerate this creature.
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Sedgemoor Witch
  ( 3)
Creature — Human Warlock
(3/2)
Menace Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.) Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
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Sedraxis Alchemist
  ( 3)
Creature — Zombie Wizard
(2/2)
When this creature enters, if you control a blue permanent, return target nonland permanent to its owner's hand.
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Sedraxis Specter
   ( 3)
Creature — Specter
(3/2)
Flying Whenever this creature deals combat damage to a player, that player discards a card. Unearth  ( : Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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See Beyond
  ( 2)
Sorcery
Draw two cards, then shuffle a card from your hand into your library.
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See Double
   ( 4)
Instant
This spell can't be copied. Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead. • Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.) • Create a token that's a copy of target creature.
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See Red
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has first strike. At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
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