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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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Spontaneous Artist
  ( 4)
Creature — Human Rogue
(3/3)
When this creature enters, you get (an energy counter). Pay : Target creature gains haste until end of turn.
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Sporogenesis
  ( 4)
Enchantment
At the beginning of your upkeep, you may put a fungus counter on target nontoken creature. Whenever a creature with a fungus counter on it dies, create a 1/1 green Saproling creature token for each fungus counter on that creature. When this enchantment leaves the battlefield, remove all fungus counters from all creatures.
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Squishy Sphinx Ninja
( 0)
Stickers
2 — Ward (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) 4 — Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) 3 — 5/3 5 — 7/7
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Sram's Expertise
   ( 4)
Sorcery
Create three 1/1 colorless Servo artifact creature tokens. You may cast a spell with mana value 3 or less from your hand without paying its mana cost.
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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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Stasis
  ( 2)
Enchantment
Players skip their untap steps. At the beginning of your upkeep, sacrifice this enchantment unless you pay .
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Stasis Cell
  ( 5)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step.  : Attach this Aura to target creature.
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Stasis Cocoon
  ( 2)
Enchantment — Aura
Enchant artifact Enchanted artifact can't attack or block, and its activated abilities can't be activated.
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Stasis Field
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has base power and toughness 0/2, has defender, and loses all other abilities.
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Stasis Snare
   ( 3)
Enchantment
Flash (You may cast this spell any time you could cast an instant.) When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield.
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Static Discharge
  ( 2)
Sorcery
Static Discharge deals X damage to any target, where X is 3 plus the number of charge counters on Static Discharge. Then put a perpetual charge counter on this card and each card named Static Discharge in your hand, library, and graveyard.
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Static Prison
 ( 1)
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get  (two energy counters). At the beginning of your first main phase, sacrifice this enchantment unless you pay .
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Stealth Mission
  ( 3)
Sorcery
Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn.
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Stenn, Paranoid Partisan
  ( 2)
Legendary Creature — Human Wizard
(2/2)
As Stenn enters, choose a card type other than creature or land. Spells you cast of the chosen type cost less to cast.   : Exile Stenn. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Stensia Uprising
   ( 4)
Enchantment
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice this enchantment. When you do, it deals 7 damage to any target.
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Stern Dismissal
 ( 1)
Instant
Return target creature or enchantment an opponent controls to its owner's hand.
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Stinging Lionfish
  ( 2)
Enchantment Creature — Fish
(2/1)
Whenever you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.
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Stitched Assistant
  ( 3)
Creature — Zombie
(3/2)
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
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Stone-Cold Basilisk
  ( 5)
Creature — Basilisk
(2{1/2}/5)
Whenever this creature blocks or becomes blocked by a creature with fewer letters in its name, destroy that creature at end of combat. (Punctuation and spaces aren't letters.) Whenever an opponent reads this creature, that player is turned to stone until end of turn. Stoned players can't attack, block, cast spells, or activate abilities.
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Stonerise Spirit
  ( 2)
Creature — Spirit Bird
(1/2)
Flying , Exile a card from your graveyard: Target creature gains flying until end of turn.
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Stone-Tongue Basilisk
    ( 7)
Creature — Basilisk
(4/5)
Whenever this creature deals combat damage to a creature, destroy that creature at end of combat. Threshold — As long as seven or more cards are in your graveyard, all creatures able to block this creature do so.
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Stonewise Fortifier
  ( 2)
Creature — Human Wizard
(2/2)
 : Prevent all damage that would be dealt to this creature by target creature this turn.
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Storm Fleet Aerialist
  ( 2)
Creature — Human Pirate
(1/2)
Flying Raid — This creature enters with a +1/+1 counter on it if you attacked this turn.
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Storm Fleet Arsonist
  ( 5)
Creature — Orc Pirate
(4/4)
Raid — When this creature enters, if you attacked this turn, target opponent sacrifices a permanent of their choice.
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Stormbound Geist
   ( 3)
Creature — Spirit
(2/2)
Flying This creature can block only creatures with flying. Undying (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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Stormfist Crusader
  ( 2)
Creature — Human Knight
(2/2)
Menace At the beginning of your upkeep, each player draws a card and loses 1 life.
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Storm-Kiln Artist
  ( 4)
Creature — Dwarf Shaman
(2/2)
This creature gets +1/+0 for each artifact you control. Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token.
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Strangleroot Geist
  ( 2)
Creature — Spirit
(2/1)
Haste Undying (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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Streetwise Negotiator
  ( 2)
Creature — Cat Citizen
(0/2)
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.) This creature assigns combat damage equal to its toughness rather than its power.
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Strength of Isolation
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 and has protection from black. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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String of Disappearances
 ( 1)
Instant
Return target creature to its owner's hand. Then that creature's controller may pay  . If the player does, they may copy this spell and may choose a new target for that copy.
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Stromkirk Occultist
  ( 3)
Creature — Vampire Horror
(3/2)
Trample Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Strong, the Brutish Thespian
   ( 6)
Legendary Creature — Mutant Berserker
(7/7)
Ward  Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong. You gain life rather than lose life from radiation.
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Structural Distortion
  ( 4)
Sorcery
Exile target artifact or land. Structural Distortion deals 2 damage to that permanent's controller.
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Sturmgeist
   ( 5)
Creature — Spirit
(*/*)
Flying Sturmgeist's power and toughness are each equal to the number of cards in your hand. Whenever this creature deals combat damage to a player, draw a card.
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Sudden Demise
  ( 1)
Sorcery
Choose a color. Sudden Demise deals X damage to each creature of the chosen color.
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Sudden Disappearance
  ( 6)
Sorcery
Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.
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Sultai Emissary
  ( 2)
Creature — Zombie Warrior
(1/1)
When this creature dies, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Sunrise Cavalier
   ( 3)
Creature — Human Knight
(3/3)
Trample, haste If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.
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Sunrise Seeker
  ( 5)
Creature — Human Scout
(3/3)
Vigilance When this creature enters, 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 this creature, then put the card back or put it into your graveyard.)
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Sunrise Sovereign
  ( 6)
Creature — Giant Warrior
(5/5)
Other Giant creatures you control get +2/+2 and have trample.
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Supreme Inquisitor
   ( 5)
Creature — Human Wizard
(1/3)
Tap five untapped Wizards you control: Search target player's library for up to five cards and exile them. Then that player shuffles.
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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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Surprise Party
  ( 3)
Enchantment
When this enchantment enters, yell "Surprise" and put onto the battlefield any number of printed Clown Robot tokens that aren't touching each other, that you hid on the battlefield before you cast this enchantment, and that weren't spotted by an opponent before you cast this enchantment. Robots you control get +1/+0 and have vigilance.
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Surrakar Banisher
  ( 5)
Creature — Surrakar
(3/3)
When this creature enters, you may return target tapped creature to its owner's hand.
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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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Survivor of Korlis
 ( 1)
Creature — Human Soldier
(1/1)
First strike  , Exile this card from your graveyard: Scry 2.
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Swirl the Mists
   ( 4)
Enchantment
As this enchantment enters, choose a color word. All instances of color words in the text of spells and permanents are changed to the chosen color word.
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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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Sylvan Basilisk
   ( 5)
Creature — Basilisk
(2/4)
Whenever this creature becomes blocked by a creature, destroy that creature.
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Sylvan Paradise
 ( 1)
Instant
One or more target creatures become green until end of turn.
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Symbiosis
  ( 2)
Instant
Two target creatures each get +2/+2 until end of turn.
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Syr Elenora, the Discerning
   ( 5)
Legendary Creature — Human Knight
(*/4)
Syr Elenora's power is equal to the number of cards in your hand. When Syr Elenora enters, draw a card. Spells your opponents cast that target Syr Elenora cost more to cast.
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Sythis, Harvest's Hand
  ( 2)
Legendary Enchantment Creature — Nymph
(1/2)
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
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Taborax, Hope's Demise
  ( 3)
Legendary Creature — Demon Cleric
(2/2)
Flying Taborax has lifelink as long as it has five or more +1/+1 counters on it. Whenever another nontoken creature you control dies, put a +1/+1 counter on Taborax. If that creature was a Cleric, you may draw a card. If you do, you lose 1 life.
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Taigam, Master Opportunist
  ( 2)
Legendary Creature — Human Monk
(2/2)
Flurry — Whenever you cast your second spell each turn, copy it, then exile the spell you cast with four 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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Taigam, Sidisi's Hand
   ( 5)
Legendary Creature — Human Wizard
(3/4)
Skip your draw step. At the beginning of your upkeep, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. , , Exile X cards from your graveyard: Target creature gets -X/-X until end of turn.
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Tallowisp
  ( 2)
Creature — Spirit
(1/3)
Whenever you cast a Spirit or Arcane spell, you may search your library for an Aura card with enchant creature, reveal it, put it into your hand, then shuffle.
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Tamiyo, Inquisitive Student
 ( 1)
Legendary Creature — Moonfolk Wizard
(0/3)
Flying Whenever Tamiyo attacks, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") When you draw your third card in a turn, exile Tamiyo, then return her to the battlefield transformed under her owner's control.
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Tangled Islet
( 0)
Land — Forest Island
( : Add or .) This land enters tapped.
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Taoist Hermit
  ( 3)
Creature — Human Mystic
(2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Taoist Mystic
  ( 3)
Creature — Human Mystic
(2/2)
This creature can't be blocked by creatures with horsemanship.
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TARDIS
 ( 2)
Artifact — Vehicle
(2/4)
Flying Whenever this Vehicle attacks, if you control a Time Lord, the next spell you cast this turn has cascade and you may planeswalk. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Tarnation Vista
( 0)
Land
This land enters tapped. As it enters, choose a color. : Add one mana of the chosen color.
, : For each color among monocolored permanents you control, add one mana of that color.
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Tarnished Citadel
( 0)
Land
: Add .
: Add one mana of any color. This land deals 3 damage to you.
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Teferi's Isle
( 0)
Legendary Land
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Teferi's Isle enters tapped. : Add  .
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Teferi's Time Twist
  ( 2)
Instant
Exile target permanent you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. If it enters as a creature, it enters with an additional +1/+1 counter on it.
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Telekinesis
  ( 2)
Instant
Tap target creature. Prevent all combat damage that would be dealt by that creature this turn. It doesn't untap during its controller's next two untap steps.
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Temple Altisaur
  ( 5)
Creature — Dinosaur
(3/4)
If a source would deal damage to another Dinosaur you control, prevent all but 1 of that damage.
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Temporal Distortion
   ( 5)
Enchantment
Whenever a creature or land becomes tapped, put an hourglass counter on it. Each permanent with an hourglass counter on it doesn't untap during its controller's untap step. At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
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Temporal Fissure
  ( 5)
Sorcery
Return target permanent to its owner's hand. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Temporal Isolation
  ( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.) Prevent all damage that would be dealt by enchanted creature.
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Tempt with Discovery
  ( 4)
Sorcery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
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Tenth District Guard
  ( 2)
Creature — Human Soldier
(2/2)
When this creature enters, target creature gets +0/+1 until end of turn.
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