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Scheming Aspirant
  ( 2)
Creature — Phyrexian Advisor
(1/3)
Whenever you proliferate, each opponent loses 2 life and you gain 2 life.
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Scheming Fence
  ( 2)
Creature — Human Citizen
(2/3)
As this creature enters, you may choose a nonland permanent. Activated abilities of the chosen permanent can't be activated. This creature has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities.
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Scheming Symmetry
 ( 1)
Sorcery
Choose two target players. Each of them searches their library for a card, then shuffles and puts that card on top.
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Scholar of the Ages
   ( 7)
Creature — Human Wizard
(3/3)
When this creature enters, return up to two target instant and/or sorcery cards from your graveyard to your hand.
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Scholar of the Lost Trove
   ( 7)
Creature — Sphinx
(5/5)
Flying When this creature enters, you may cast target instant, sorcery, or artifact card from your graveyard without paying its mana cost. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.
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Scion of the Swarm
   ( 5)
Creature — Vampire Cleric
(3/3)
Flying Whenever you gain life, put a +1/+1 counter on this creature.
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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.
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Scion of the Wild
   ( 3)
Creature — Avatar
(*/*)
Scion of the Wild's power and toughness are each equal to the number of creatures you control.
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Scorch the Fields
  ( 5)
Sorcery
Destroy target land. Scorch the Fields deals 1 damage to each Human creature.
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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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Scornful Æther-Lich (Scornful Aether-Lich)
  ( 4)
Artifact Creature — Zombie Wizard
(2/4)
 : This creature gains fear and vigilance until end of turn. (Attacking doesn't cause it to tap, and it can't be blocked except by artifact creatures and/or black creatures.)
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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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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.
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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 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.)
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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.
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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.
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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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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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Scrapheap
 ( 3)
Artifact
Whenever an artifact or enchantment is put into your graveyard from the battlefield, you gain 1 life.
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Scrapheap Scrounger
 ( 2)
Artifact Creature — Construct
(3/2)
This creature can't block.  , Exile another creature card from your graveyard: Return this card from your graveyard to the battlefield.
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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 the Masters
 ( 2)
Artifact
Whenever you cast a noncreature spell, put a lore counter on this artifact. , : Target creature you control gets +1/+1 until end of turn for each lore counter on this artifact.
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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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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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Scythe Specter
   ( 6)
Creature — Specter
(4/4)
Flying Whenever this creature deals combat damage to a player, each opponent discards a card. Each player who discarded a card with the greatest mana value among cards discarded this way loses life equal to that mana value.
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Scythe Tiger
 ( 1)
Creature — Cat
(3/2)
Shroud (This creature can't be the target of spells or abilities.) When this creature enters, sacrifice it unless you sacrifice a land.
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Scythecat Cub
  ( 2)
Creature — Cat
(2/2)
Trample Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control. If this is the second time this ability has resolved this turn, double the number of +1/+1 counters on that creature instead.
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Scytheclaw
 ( 5)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up. Equip 
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Scytheclaw Raptor
  ( 3)
Creature — Dinosaur
(4/3)
Whenever a player casts a spell, if it's not their turn, this creature deals 4 damage to them.
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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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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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Search the City
  ( 5)
Enchantment
When this enchantment enters, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with this enchantment, sacrifice it. If you do, take an extra turn after this one.
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Search the Premises
  ( 4)
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Season of the Witch
   ( 3)
Enchantment
At the beginning of your upkeep, sacrifice this enchantment unless you pay 2 life. At the beginning of the end step, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.
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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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Secrets of the Key
 ( 1)
Instant
Investigate. If this spell was cast from a graveyard, investigate twice instead. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") Flashback  
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Secure the Scene
  ( 5)
Sorcery
Exile target nonland permanent. Its controller creates a 1/1 white Soldier creature token.
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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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See the Truth
  ( 2)
Sorcery
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. If this spell was cast from anywhere other than your hand, put each of those cards into your hand instead.
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See the Unwritten
   ( 6)
Sorcery
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard. Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.
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Seed the Land
   ( 4)
Enchantment
Whenever a land enters, its controller creates a 1/1 green Snake creature token.
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Seek the Horizon
  ( 4)
Sorcery
Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
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Seek the Wilds
  ( 2)
Sorcery
Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Seeker of the Way
  ( 2)
Creature — Human Warrior
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, this creature gains lifelink until end of turn.
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Sefris of the Hidden Ways
   ( 3)
Legendary Creature — Human Wizard
(2/3)
Whenever one or more creature cards are put into your graveyard from anywhere, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.
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Seize the Day
  ( 4)
Sorcery
Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Seize the Initiative
 ( 1)
Instant
Target creature gets +1/+1 and gains first strike until end of turn.
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Seize the Secrets
  ( 3)
Sorcery
This spell costs less to cast if you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Draw two cards.
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Seize the Soul
   ( 4)
Instant
Destroy target nonwhite, nonblack creature. Create a 1/1 white Spirit creature token with flying. Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.) When the creature this card haunts dies, destroy target nonwhite, nonblack creature. Create a 1/1 white Spirit creature token with flying.
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Seize the Spoils
  ( 3)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards and create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Seize the Spotlight
  ( 3)
Sorcery
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
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Seize the Storm
  ( 5)
Sorcery
Create a red Elemental creature token with trample and "This token's power and toughness are each equal to the number of instant and sorcery cards in your graveyard plus the number of cards with flashback you own in exile." Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sejiri Shelter
  ( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn.
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Selkie Hedge-Mage
  ( 3)
Creature — Merfolk Wizard
(2/2)
When this creature enters, if you control two or more Forests, you may gain 3 life. When this creature enters, if you control two or more Islands, you may return target tapped creature to its owner's hand.
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Selvala, Heart of the Wilds
   ( 3)
Legendary Creature — Elf Scout
(2/3)
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power. , : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
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Sengir, the Dark Baron
   ( 6)
Legendary Creature — Vampire Noble
(4/4)
Flying Whenever another creature dies, put two +1/+1 counters on Sengir. Whenever another player loses the game, you gain life equal to that player's life total as the turn began. Partner (You can have two commanders if both have partner.)
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Sentinel of the Eternal Watch
  ( 6)
Creature — Giant Soldier
(4/6)
Vigilance (Attacking doesn't cause this creature to tap.) At the beginning of combat on each opponent's turn, tap target creature that player controls.
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Sentinel of the Nameless City
  ( 3)
Creature — Merfolk Warrior Scout
(3/4)
Vigilance Whenever this creature enters or attacks, create a Map token. (It's an artifact with " , , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
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Sentinel of the Pearl Trident
  ( 5)
Creature — Merfolk Soldier
(3/3)
Flash When this creature enters, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)
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Sepulcher Ghoul
  ( 2)
Creature — Zombie
(2/1)
Sacrifice another creature: This creature gets +2/+2 until end of turn. Activate only once each turn.
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Seraph of the Masses
   ( 7)
Creature — Angel
(*/*)
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.) Flying Seraph of the Masses's power and toughness are each equal to the number of creatures you control.
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Seraph of the Scales
   ( 4)
Creature — Angel
(4/3)
Flying : This creature gains vigilance until end of turn.
: This creature gains deathtouch until end of turn.
Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
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Seraph of the Suns
   ( 7)
Creature — Angel
(4/4)
Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Seraph of the Sword
  ( 4)
Creature — Angel
(3/3)
Flying Prevent all combat damage that would be dealt to this creature.
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Serpent of the Endless Sea
  ( 5)
Creature — Serpent
(*/*)
Serpent of the Endless Sea's power and toughness are each equal to the number of Islands you control. This creature can't attack unless defending player controls an Island.
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Serra the Benevolent
   ( 4)
Legendary Planeswalker — Serra
(4)
+2: Creatures you control with flying get +1/+1 until end of turn. −3: Create a 4/4 white Angel creature token with flying and vigilance. −6: You get an emblem with "If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead."
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Servant of the Scale
 ( 1)
Creature — Human Soldier
(0/0)
This creature enters with a +1/+1 counter on it. When this creature dies, put X +1/+1 counters on target creature you control, where X is the number of +1/+1 counters on this creature.
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Servant of the Stinger
  ( 2)
Creature — Human Warlock
(1/3)
Deathtouch Whenever this creature deals combat damage to a player, if you've committed a crime this turn, you may sacrifice this creature. If you do, search your library for a card, put it into your hand, then shuffle. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Servo Schematic
 ( 2)
Artifact
When this artifact enters or is put into a graveyard from the battlefield, create a 1/1 colorless Servo artifact creature token.
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Seshiro the Anointed
   ( 6)
Legendary Creature — Snake Monk
(3/4)
Other Snake creatures you control get +2/+2. Whenever a Snake you control deals combat damage to a player, you may draw a card.
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Setessan Skirmisher
  ( 2)
Creature — Human Warrior
(2/1)
Constellation — Whenever an enchantment you control enters, this creature gets +1/+1 until end of turn.
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Settle the Score
   ( 4)
Sorcery
Exile target creature. Put two loyalty counters on a planeswalker you control.
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Settle the Wilds
   ( 3)
Sorcery
Seek a basic land card and put it onto the battlefield tapped. Then seek a permanent card with mana value equal to the number of lands you control.
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Settle the Wreckage
   ( 4)
Instant
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
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Sever the Bloodline
  ( 4)
Sorcery
Exile target creature and all other creatures with the same name as that creature. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sevinne, the Chronoclasm
    ( 5)
Legendary Creature — Human Wizard
(2/2)
Prevent all damage that would be dealt to Sevinne. Whenever you cast your first instant or sorcery spell from your graveyard each turn, copy that spell. You may choose new targets for the copy.
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Shabraz, the Skyshark
   ( 5)
Legendary Creature — Shark Bird
(3/3)
Partner with Brallin, Skyshark Rider Flying Whenever you draw a card, put a +1/+1 counter on Shabraz and you gain 1 life. : Target Human gains flying until end of turn.
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Shackles of Treachery
  ( 3)
Sorcery
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and "Whenever this creature deals damage, destroy target Equipment attached to it."
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Shadow in the Warp
   ( 3)
Enchantment
The first creature spell you cast each turn costs less to cast. Whenever an opponent casts their first noncreature spell each turn, this enchantment deals 2 damage to that player.
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