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Souls of the Faultless
   ( 3)
Creature — Spirit
(0/4)
Defender (This creature can't attack.) Whenever this creature is dealt combat damage, you gain that much life and attacking player loses that much life.
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Souls of the Lost
  ( 2)
Creature — Spirit
(*/*+1)
As an additional cost to cast this spell, discard a card or sacrifice a permanent. Fathomless descent — Souls of the Lost's power is equal to the number of permanent cards in your graveyard and its toughness is equal to that number plus 1.
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Soultether Golem
 ( 2)
Artifact Creature — Golem
(3/3)
Vanishing 1 (This creature enters with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever another creature you control enters, put a time counter on this creature.
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Sound the Call
  ( 3)
Sorcery
Create a 1/1 green Wolf creature token. It has "This token gets +1/+1 for each card named Sound the Call in each graveyard."
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Souvenir Snatcher
  ( 5)
Creature — Bird
(4/4)
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.) Flying Whenever this creature mutates, gain control of target noncreature artifact.
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Spatula of the Ages
 ( 4)
Artifact
, , Sacrifice this artifact: You may put a silver-bordered or acorn permanent card from your hand onto the battlefield.
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Spawn of Mayhem
   ( 4)
Creature — Demon
(4/4)
Spectacle   (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Flying, trample At the beginning of your upkeep, this creature deals 1 damage to each player. Then if you have 10 or less life, put a +1/+1 counter on this creature.
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Spawnwrithe
  ( 3)
Creature — Elemental
(2/2)
Trample Whenever this creature deals combat damage to a player, create a token that's a copy of this creature.
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Speaker of the Heavens
 ( 1)
Creature — Human Cleric
(1/1)
Vigilance, lifelink (Attacking doesn't cause this creature to tap. Damage dealt by this creature also causes you to gain that much life.) : Create a 4/4 white Angel creature token with flying. Activate only if you have at least 7 life more than your starting life total and only as a sorcery.
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Spearbreaker Behemoth
   ( 7)
Creature — Beast
(5/5)
Indestructible : Target creature with power 5 or greater gains indestructible until end of turn.
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Specter of the Fens
  ( 4)
Creature — Specter
(2/3)
Flying  : Target opponent loses 2 life and you gain 2 life.
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Spectral Shepherd
  ( 3)
Creature — Spirit
(2/2)
Flying  : Return target Spirit you control to its owner's hand.
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Spectral Snatcher
   ( 6)
Creature — Spirit
(6/5)
Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.) Swampcycling ( , Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
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Spell Satchel
 ( 2)
Artifact
Magecraft — Whenever you cast or copy an instant or sorcery spell, put a book counter on this artifact. , Remove a book counter from this artifact: Add .
, , Remove three book counters from this artifact: Draw a card.
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Spellbreaker Behemoth
    ( 4)
Creature — Beast
(5/5)
This spell can't be countered. Creature spells you control with power 5 or greater can't be countered.
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Spellheart Chimera
   ( 3)
Creature — Chimera
(*/3)
Flying, trample Spellheart Chimera's power is equal to the number of instant and sorcery cards in your graveyard.
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Spelltithe Enforcer
   ( 5)
Creature — Elephant Wizard
(3/3)
Whenever an opponent casts a spell, that player sacrifices a permanent of their choice unless they pay .
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Spellweaver Helix
 ( 3)
Artifact
Imprint — When this artifact enters, you may exile two target sorcery cards from a single graveyard. Whenever a player casts a card, if it has the same name as one of the cards exiled with this artifact, you may copy the other. If you do, you may cast the copy without paying its mana cost.
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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 Annihilation
  ( 1)
Artifact
This artifact enters with X void counters on it. At the beginning of your upkeep, exile this artifact, all creatures and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in graveyards with mana value less than or equal to the number of void counters on it.
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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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Sphere of Grace
  ( 4)
Enchantment
If a black source would deal damage to you, prevent 2 of that damage.
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Sphere of Law
  ( 4)
Enchantment
If a red source would deal damage to you, prevent 2 of that damage.
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Sphere of Purity
  ( 4)
Enchantment
If an artifact would deal damage to you, prevent 1 of that damage.
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Sphere of Reason
  ( 4)
Enchantment
If a blue source would deal damage to you, prevent 2 of that damage.
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Sphere of Safety
  ( 5)
Enchantment
Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures, where X is the number of enchantments you control.
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Sphere of the Suns
 ( 2)
Artifact
This artifact enters tapped and with three charge counters on it. , Remove a charge counter from this artifact: Add one mana of any color.
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Sphere of Truth
  ( 4)
Enchantment
If a white source would deal damage to you, prevent 2 of that damage.
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Sphinx of the Chimes
   ( 6)
Creature — Sphinx
(5/6)
Flying Discard two nonland cards with the same name: Draw four 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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Spike Hatcher
  ( 7)
Creature — Spike
(0/0)
This creature enters with six +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: Regenerate this creature.
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Spikeshell Harrier
  ( 5)
Artifact Creature — Robot Turtle
(4/4)
When this creature enters, return target creature or Vehicle an opponent controls to its owner's hand. If that opponent's speed is greater than each other player's speed, reduce that opponent's speed by 1. This effect can't reduce their speed below 1.
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Spikewheel Acrobat
  ( 4)
Creature — Human Rogue
(5/2)
Spectacle  (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
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Spincrusher
 ( 2)
Artifact Creature — Construct
(0/2)
Whenever this creature blocks, put a +1/+1 counter on it. Remove a +1/+1 counter from this creature: This creature can't be blocked this turn.
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Spinning Wheel
 ( 3)
Artifact
: Add one mana of any color.
, : Tap target creature.
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Spinning Wheel Kick
    ( 2)
Sorcery
Target creature you control deals damage equal to its power to each of X target creatures and/or planeswalkers.
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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 of the Hearth
   ( 6)
Creature — Cat Spirit
(4/5)
Flying You have hexproof. (You can't be the target of spells or abilities your opponents control.)
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Spirit of the Hunt
   ( 3)
Creature — Wolf Spirit
(3/3)
Flash When this creature enters, each other creature you control that's a Wolf or a Werewolf gets +0/+3 until end of turn.
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Spirit of the Labyrinth
  ( 2)
Enchantment Creature — Spirit
(3/1)
Each player can't draw more than one card each turn.
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Spirit of the Night
    ( 9)
Legendary Creature — Demon Spirit
(6/5)
Flying, trample, haste, protection from black Spirit of the Night has first strike as long as it's attacking.
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Spirit of the Season
   ( 3)
Creature — Treefolk Spirit
(3/3)
When this creature enters, it gains haste if it's summer. Put a +1/+1 counter on it if it's autumn. You gain 5 life if it's winter. If it's spring, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Spirit of the Spires
  ( 4)
Creature — Spirit
(2/4)
Flying Other creatures you control with flying get +0/+1.
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Spiteful Hexmage
 ( 1)
Creature — Human Warlock
(3/2)
When this creature enters, create a Cursed Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
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Split the Party
   ( 5)
Sorcery
Choose target player. Return half the creatures they control to their owner's hand, rounded up.
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Split the Spoils
  ( 3)
Sorcery
Exile up to five target permanent cards from your graveyard and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. (Piles can be empty.)
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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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Splitting the Powerstone
  ( 3)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact. Create two tapped Powerstone tokens. If the sacrificed artifact was legendary, draw a card. (The tokens are artifacts with " : Add . This mana can't be spent to cast a nonartifact spell.")
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Spoils of the Hunt
  ( 3)
Instant
Target creature you control gets +1/+0 until end of turn for each mana from a Treasure that was spent to cast this spell. Then that creature deals damage equal to its power to target creature an opponent controls.
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Spoils of the Vault
 ( 1)
Instant
Choose a card name. Reveal cards from the top of your library until you reveal a card with that name, then put that card into your hand. Exile all other cards revealed this way, and you lose 1 life for each of the exiled cards.
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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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Spring Splasher
  ( 2)
Creature — Frog Beast
(2/1)
Whenever this creature attacks, target creature defending player controls gets -3/-0 until end of turn.
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Springheart Nantuko
  ( 2)
Enchantment Creature — Insect Monk
(1/1)
Bestow   Enchanted creature gets +1/+1. Landfall — Whenever a land you control enters, you may pay  if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
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Springjack Shepherd
  ( 4)
Creature — Kithkin Wizard
(1/2)
Chroma — When this creature enters, create a 0/1 white Goat creature token for each white mana symbol in the mana costs of permanents you control.
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Cheeky House-Mouse (Squeak By)
 ( 1)
Sorcery — Adventure
Target creature you control gets +1/+1 until end of turn. It can't be blocked by creatures with power 3 or greater this turn.
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Squee, the Immortal
   ( 3)
Legendary Creature — Goblin
(2/1)
You may cast this card from your graveyard or from exile.
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Squelching Leeches
   ( 4)
Creature — Leech
(*/*)
Squelching Leeches's power and toughness are each equal to the number of Swamps you control.
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Stadium Headliner
 ( 1)
Creature — Goblin Warrior
(1/1)
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)  , Sacrifice this creature: It deals damage equal to the number of creatures you control to target creature.
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Staff of the Ages
 ( 3)
Artifact
Creatures with landwalk abilities can be blocked as though they didn't have those abilities.
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Staff of the Letter Magus
 ( 3)
Artifact
As this artifact enters, choose a consonant other than N, R, S, or T. Whenever a player casts a spell, you gain 1 life for each time the chosen letter appears in that spell's name.
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Staff of the Mind Magus
 ( 3)
Artifact
Whenever you cast a blue spell or an Island you control enters, you gain 1 life.
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Staff of the Storyteller
  ( 2)
Artifact
When this artifact enters, create a 1/1 white Spirit creature token with flying. Whenever you create one or more creature tokens, put a story counter on this artifact. , , Remove a story counter from this artifact: Draw a card.
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Staff of the Sun Magus
 ( 3)
Artifact
Whenever you cast a white spell or a Plains you control enters, you gain 1 life.
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Staff of the Wild Magus
 ( 3)
Artifact
Whenever you cast a green spell or a Forest you control enters, you gain 1 life.
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Stain the Mind
  ( 5)
Sorcery
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.) Choose a nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles.
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Stalked Researcher
  ( 2)
Creature — Human Wizard
(3/3)
Defender Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature can attack this turn as though it didn't have defender.
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Stampeding Elk Herd
   ( 5)
Creature — Elk
(5/5)
Formidable — Whenever this creature attacks, if creatures you control have total power 8 or greater, creatures you control gain trample until end of turn.
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Stand Together
   ( 5)
Instant
Put two +1/+1 counters on target creature and two +1/+1 counters on another target creature.
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Starnheim Aspirant
  ( 3)
Creature — Human Cleric
(2/2)
Angel spells you cast cost less to cast.
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Starnheim Courser
  ( 3)
Creature — Pegasus
(2/2)
Flying Artifact and enchantment spells you cast cost less to cast.
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Start the TARDIS
  ( 2)
Sorcery
Surveil 2, then draw a card. You may planeswalk. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Staunch-Hearted Warrior
  ( 4)
Creature — Human Warrior
(2/2)
Heroic — Whenever you cast a spell that targets this creature, put two +1/+1 counters on this creature.
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Steamflogger of the Month
   ( 5)
Creature — Goblin Rigger
(3/3)
When this creature enters, it assembles a Contraption for each Contraption you control. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Steel Hellkite
 ( 6)
Artifact Creature — Dragon
(5/5)
Flying : This creature gets +1/+0 until end of turn.
: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
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Steel of the Godhead
  ( 3)
Enchantment — Aura
Enchant creature 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.) As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
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Stew the Coneys
  ( 3)
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Steward of the Harvest
  ( 4)
Creature — Human Druid
(3/3)
When this creature enters, exile up to three target land cards from your graveyard. Creatures you control have all activated abilities of all land cards exiled with this creature.
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Stick Together
   ( 5)
Sorcery
Each player chooses a party from among creatures they control, then sacrifices the rest. (To choose a party, choose up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Stigma Lasher
  ( 2)
Creature — Elemental Shaman
(2/2)
Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever this creature deals damage to a player, that player can't gain life for the rest of the game.
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Sting, the Glinting Dagger
 ( 2)
Legendary Artifact — Equipment
Equipped creature gets +1/+1 and has haste. At the beginning of each combat, untap equipped creature. Equipped creature has first strike as long as it's blocking or blocked by a Goblin or Orc. Equip 
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Stir the Grave
  ( 1)
Sorcery
Return target creature card with mana value X or less from your graveyard to the battlefield.
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Stir the Pride
  ( 5)
Instant
Choose one — • Creatures you control get +2/+2 until end of turn. • Until end of turn, creatures you control gain "Whenever this creature deals damage, you gain that much life." Entwine  (Choose both if you pay the entwine cost.)
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