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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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Sune's Intervention
   ( 6)
Instant
Choose one or more — • Create two 2/2 white Knight creature tokens. • Seek a nonland permanent card with mana value 3 or less. • Destroy target artifact. • Destroy target enchantment. • Target player gains 3 life.
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Sunfall
   ( 5)
Sorcery
Exile all creatures. Incubate X, where X is the number of creatures exiled this way. (Create an Incubator token with X +1/+1 counters on it and " : Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
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Sunfire Balm
  ( 3)
Instant
Prevent the next 4 damage that would be dealt to any target this turn. Cycling  ( , Discard this card: Draw a card.) When you cycle this card, you may prevent the next 1 damage that would be dealt to any target this turn.
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Sunfire Torch
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+0 and has "Whenever this creature attacks, you may sacrifice Sunfire Torch. When you do, this creature deals 2 damage to any target." Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Sunforger
 ( 3)
Artifact — Equipment
Equipped creature gets +4/+0.  , Unattach this Equipment: Search your library for a red or white instant card with mana value 4 or less and cast that card without paying its mana cost. Then shuffle.
Equip 
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Sunfrill Imitator
  ( 3)
Creature — Dinosaur
(3/3)
Whenever this creature attacks, you may have it become a copy of another target Dinosaur you control, except its name is Sunfrill Imitator and it has this ability.
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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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Sungrace Pegasus
  ( 2)
Creature — Pegasus
(1/2)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Sunhome Enforcer
   ( 4)
Creature — Giant Soldier
(2/4)
Whenever this creature deals combat damage, you gain that much life.  : This creature gets +1/+0 until end of turn.
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Sunhome Stalwart
  ( 2)
Creature — Human Soldier
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
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Sunimret (playtest)
   ( 6)
Sorcery
Reverse miracle (If this card is on the bottom of your library as you begin searching it, you may cast it by paying its reverse miracle cost.) Exile all creatures.
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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 City
  ( 2)
Enchantment
At the beginning of your upkeep, sacrifice this enchantment unless you pay  . Blue creatures get +1/+1.
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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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Sunken Hollow
( 0)
Land — Island Swamp
( : Add or .) This land enters tapped unless you control two or more basic lands.
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Sunken Hope
   ( 5)
Enchantment
At the beginning of each player's upkeep, that player returns a creature they control to its owner's hand.
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Sunlance
 ( 1)
Sorcery
Sunlance deals 3 damage to target nonwhite creature.
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Sunlit Hoplite
  ( 2)
Creature — Human Soldier
(2/1)
During your turn, this creature has first strike. This creature gets +1/+0 as long as you control an Elspeth planeswalker.
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Sunlit Marsh
( 0)
Land — Plains Swamp
( : Add or .) This land enters tapped.
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Sunmane Pegasus
  ( 4)
Creature — Pegasus
(2/3)
Flying  : This creature gains vigilance and lifelink until end of turn. (Attacking doesn't cause it to tap. Damage dealt by it also causes you to gain that much life.)
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Sunpearl Kirin
  ( 2)
Creature — Kirin
(2/1)
Flash Flying When this creature enters, return up to one other target nonland permanent you control to its owner's hand. If it was a token, draw a card.
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Sunpetal Grove
( 0)
Land
This land enters tapped unless you control a Forest or a Plains. : Add or .
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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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Sunscape Familiar
  ( 2)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Green spells and blue spells you cast cost less to cast.
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Sunscorch Regent
   ( 5)
Creature — Dragon
(4/3)
Flying Whenever an opponent casts a spell, put a +1/+1 counter on this creature and you gain 1 life.
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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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Sunscour
   ( 7)
Sorcery
You may exile two white cards from your hand rather than pay this spell's mana cost. Destroy all creatures.
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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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Sunset Revelry
  ( 2)
Sorcery
If an opponent has more life than you, you gain 4 life. If an opponent controls more creatures than you, create two 1/1 white Human creature tokens. If an opponent has more cards in hand than you, draw a card.
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Sunshot Militia
  ( 2)
Creature — Human Soldier
(1/3)
Tap two untapped artifacts and/or creatures you control: This creature deals 1 damage to each opponent. Activate only as a sorcery.
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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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Sunspear Shikari
  ( 2)
Creature — Cat Soldier
(2/2)
As long as this creature is equipped, it has first strike and lifelink. (It deals combat damage before creatures without first strike. Damage dealt by it also causes you to gain that much life.)
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Sunspine Lynx
   ( 4)
Creature — Elemental Cat
(5/4)
Players can't gain life. Damage can't be prevented. When this creature enters, it deals damage to each player equal to the number of nonbasic lands that player controls.
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Sunspire Gatekeepers
  ( 4)
Creature — Human Soldier
(2/4)
When this creature enters, if you control two or more Gates, create a 2/2 white Knight creature token with vigilance.
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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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Sunstone
 ( 3)
Artifact
, Sacrifice a snow land: Prevent all combat damage that would be dealt this turn.
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Sunstreak Phoenix
   ( 4)
Creature — Phoenix
(4/2)
Flying If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, you may pay  . If you do, return this card from your graveyard to the battlefield tapped.
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Sunstrike Legionnaire
  ( 2)
Creature — Human Soldier
(1/2)
This creature doesn't untap during your untap step. Whenever another creature enters, untap this creature. : Tap target creature with mana value 3 or less.
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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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Sunweb
  ( 4)
Creature — Wall
(5/6)
Defender (This creature can't attack.) Flying This creature can't block creatures with power 2 or less.
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Supply Runners
  ( 5)
Creature — Dog
(2/2)
When this creature enters, put a +1/+1 counter on each other creature you control.
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Surrak, Elusive Hunter
  ( 3)
Legendary Creature — Human Warrior
(4/3)
This spell can't be countered. Trample Whenever a creature you control or a creature spell you control becomes the target of a spell or ability an opponent controls, draw a card.
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Surrak, the Hunt Caller
   ( 4)
Legendary Creature — Human Warrior
(5/4)
Formidable — At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn. (It can attack and no matter when it came under your control.)
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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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Surtr, Fiery Jötun
   ( 5)
Legendary Creature — Giant God Warrior
(5/5)
Trample (This creature can deal excess combat damage to the player it's attacking.) Whenever you cast a historic spell, Surtr deals 3 damage to any target. (Artifacts, legendaries, and Sagas are historic.)
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Survivor of the Unseen
  ( 3)
Creature — Human Wizard
(2/1)
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) : Draw two cards, then put a card from your hand on top of your library.
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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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Sweltering Suns
   ( 3)
Sorcery
Sweltering Suns deals 3 damage to each creature. Cycling ( , Discard this card: Draw a card.)
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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 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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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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Tasha, Unholy Archmage
   ( 4)
Legendary Planeswalker — — Tasha
+1: Until your next turn, whenever a creature attacks you or Tasha, Unholy Archmage, put a -1/-1 counter on that creature. −2: Target opponent puts a creature card of their choice from their graveyard onto the battlefield under your control. That creature gains ward . −6: Target opponent reveals cards from the top of their library until they reveal three creature cards. Put those cards onto the battlefield under your control. That player puts the rest into their graveyard.
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Tatsunari, Toad Rider
  ( 3)
Legendary Creature — Human Ninja
(3/3)
Whenever you cast an enchantment spell, if you don't control a creature named Keimi, create Keimi, a legendary 3/3 black and green Frog creature token with "Whenever you cast an enchantment spell, each opponent loses 1 life and you gain 1 life."  : Tatsunari and target Frog you control can't be blocked this turn except by creatures with flying or reach.
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Tattered Haunter
  ( 2)
Creature — Spirit
(2/1)
Flying This creature can block only creatures with flying.
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Tattermunge Duo
  ( 3)
Creature — Goblin Warrior Shaman
(2/3)
Whenever you cast a red spell, this creature gets +1/+1 until end of turn. Whenever you cast a green spell, this creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
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Tattermunge Maniac
 ( 1)
Creature — Goblin Warrior
(2/1)
This creature attacks each combat if able.
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Tattermunge Witch
  ( 2)
Creature — Goblin Shaman
(2/1)
 : Each blocked creature gets +1/+0 and gains trample until end of turn.
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Taunt
 ( 1)
Sorcery
During target player's next turn, creatures that player controls attack you if able.
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Taunt from the Rampart
   ( 5)
Sorcery
Goad all creatures your opponents control. Until your next turn, those creatures can't block. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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Taunting Arbormage
  ( 3)
Creature — Elf Wizard
(2/3)
Kicker (You may pay an additional as you cast this spell.) When this creature enters, if it was kicked, all creatures able to block target creature this turn do so.
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Taunting Challenge
   ( 3)
Sorcery
All creatures able to block target creature this turn do so.
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Taunting Elf
 ( 1)
Creature — Elf
(0/1)
All creatures able to block this creature do so.
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Taunting Kobold
 ( 1)
Creature — Kobold
(0/1)
Haste Whenever this creature attacks, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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Taunting Sliver
  ( 4)
Creature — Sliver
(3/3)
Sliver creatures you control have "When this creature enters, goad target creature an opponent controls." (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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Tavern Scoundrel
  ( 2)
Creature — Human Rogue
(1/3)
Whenever you win a coin flip, create two Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.") , , Sacrifice another permanent: Flip a coin.
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Teferi, Who Slows the Sunset
   ( 4)
Legendary Planeswalker — Teferi
(4)
+1: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life. −2: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. −7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
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Temmet, Naktamun's Will
    ( 5)
Legendary Creature — Zombie Wizard
(4/4)
Vigilance, menace Whenever you attack, draw a card, then discard a card. Whenever you draw a card, Zombies you control get +1/+1 until end of turn.
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