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Spell Swindle
   ( 5)
Instant
Counter target spell. Create X Treasure tokens, where X is that spell's mana value. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
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Spellbinder
 ( 3)
Artifact — Equipment
Imprint — When this Equipment enters, you may exile an instant card from your hand. Whenever equipped creature deals combat damage to a player, you may copy the exiled card. If you do, you may cast the copy without paying its mana cost. Equip 
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Spelldrain Assassin
   ( 3)
Creature — — Vampire Assassin
(3/3)
When Spelldrain Assassin enters the battlefield, choose an instant or sorcery card in your hand. It perpetually gains casualty 2. (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
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Spelleater Wolverine
  ( 3)
Creature — Wolverine
(3/2)
This creature has double strike as long as there are three or more instant and/or sorcery cards in your graveyard.
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Spelling Bee
  ( 3)
Creature — Alien Insect
(1/1)
Flying, deathtouch Whenever this creature deals combat damage to a player, that player looks at the top card of your library and chooses a word on that card. You spell that word. If you spell it correctly, draw a card. Otherwise, scry 1.
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Spellrune Painter
  ( 3)
Creature — Human Shaman Werewolf
(2/3)
Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Spelltwine
  ( 6)
Sorcery
Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine.
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Spelunking
  ( 3)
Enchantment
When this enchantment enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life. Lands you control enter untapped.
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Sphinx Ambassador
   ( 7)
Creature — Sphinx
(5/5)
Flying Whenever this creature deals combat damage to a player, search that player's library for a card, then that player chooses a card name. If you searched for a creature card that doesn't have that name, you may put it onto the battlefield under your control. Then that player shuffles.
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Sphinx Mindbreaker
   ( 7)
Creature — Sphinx
(6/6)
Flying When this creature enters, each opponent mills ten cards.
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Sphinx of Clear Skies
   ( 5)
Creature — Sphinx
(5/5)
Flying, ward  Domain — Whenever this creature deals combat damage to a player, reveal the top X cards of your library, where X is the number of basic land types among lands you control. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. (Piles can be empty.)
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Sphinx of Enlightenment
   ( 6)
Creature — Sphinx
(5/5)
Flying When this creature enters, target opponent draws a card and you draw three cards.
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Sphinx of Foresight
   ( 4)
Creature — Sphinx
(4/4)
You may reveal this card from your opening hand. If you do, scry 3 at the beginning of your first upkeep. Flying At the beginning of your upkeep, scry 1.
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Sphinx of Forgotten Lore
   ( 4)
Creature — Sphinx
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying Whenever this creature attacks, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to that card's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
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Sphinx of Jwar Isle
   ( 6)
Creature — Sphinx
(5/5)
Flying Shroud (This creature can't be the target of spells or abilities.) You may look at the top card of your library any time.
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Sphinx of Lost Truths
   ( 5)
Creature — Sphinx
(3/5)
Kicker  (You may pay an additional  as you cast this spell.) Flying When this creature enters, draw three cards. Then if it wasn't kicked, discard three cards.
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Sphinx of Magosi
    ( 6)
Creature — Sphinx
(6/6)
Flying  : Draw a card, then put a +1/+1 counter on this creature.
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Sphinx of New Prahv
    ( 4)
Creature — Sphinx
(4/3)
Flying, vigilance Spells your opponents cast that target this creature cost more to cast.
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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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Sphinx of Uthuun
   ( 7)
Creature — Sphinx
(5/6)
Flying When this creature enters, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
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Sphinx Sovereign
     ( 8)
Artifact Creature — Sphinx
(6/6)
Flying At the beginning of your end step, you gain 3 life if this creature is untapped. Otherwise, each opponent loses 3 life.
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Sphinx Summoner
   ( 5)
Artifact Creature — Sphinx
(3/3)
Flying When this creature enters, you may search your library for an artifact creature card, reveal it, put it into your hand. then shuffle.
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Sphinx-Bone Wand
 ( 7)
Artifact
Whenever you cast an instant or sorcery spell, you may put a charge counter on this artifact. If you do, this artifact deals damage equal to the number of charge counters on it to any target.
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Sphinx's Decree
  ( 2)
Sorcery
Each opponent can't cast instant or sorcery spells during that player's next turn.
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Sphinx's Disciple
   ( 5)
Creature — Human Wizard
(2/2)
Flying Inspired — Whenever this creature becomes untapped, draw a card.
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Sphinx's Insight
   ( 4)
Instant
Draw two cards. Addendum — If you cast this spell during your main phase, you gain 2 life.
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Sphinx's Tutelage
  ( 3)
Enchantment
Whenever you draw a card, target opponent mills two cards. If two nonland cards that share a color were milled this way, repeat this process.  : Draw a card, then discard a card.
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Spider Spawning
  ( 5)
Sorcery
Create a 1/2 green Spider creature token with reach for each creature card in your graveyard. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Spikeshot Goblin
  ( 3)
Creature — Goblin Shaman
(1/2)
, : This creature deals damage equal to its power to any target.
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Spiketail Drakeling
   ( 3)
Creature — Drake
(2/2)
Flying Sacrifice this creature: Counter target spell unless its controller pays .
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Spiketail Hatchling
  ( 2)
Creature — Drake
(1/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) Sacrifice this creature: Counter target spell unless its controller pays .
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Spin Engine
 ( 3)
Artifact Creature — Construct
(3/1)
: Target creature can't block this creature this turn.
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Spin into Myth
  ( 5)
Instant
Put target creature on top of its owner's library, then fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)
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Spin Out
   ( 3)
Instant
Destroy target creature or Vehicle.
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Spinal Centipede
  ( 3)
Creature — Insect
(3/2)
When this creature dies, put a +1/+1 counter on target creature you control.
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Spinal Embrace
    ( 6)
Instant
Cast this spell only during combat. Untap target creature you don't control and gain control of it. It gains haste until end of turn. At the beginning of the next end step, sacrifice it. If you do, you gain life equal to its toughness.
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Spinal Graft
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3. When enchanted creature becomes the target of a spell or ability, destroy that creature. It can't be regenerated.
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Spinal Parasite
 ( 5)
Artifact Creature — Insect
(-1/-1)
Sunburst (This enters with a +1/+1 counter on it for each color of mana spent to cast it.) Remove two +1/+1 counters from this creature: Remove a counter from target permanent.
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Spinal Villain
  ( 3)
Creature — Beast
(1/2)
: Destroy target blue creature.
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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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Spindrift Drake
 ( 1)
Creature — Drake
(2/1)
Flying At the beginning of your upkeep, sacrifice this creature unless you pay .
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Spine of Ish Sah
 ( 7)
Artifact
When this artifact enters, destroy target permanent. When this artifact is put into a graveyard from the battlefield, return it to its owner's hand.
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Spinebiter
   ( 6)
Creature — Phyrexian Beast
(3/4)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) You may have this creature assign its combat damage as though it weren't blocked.
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Spined Fluke
  ( 3)
Creature — Worm Horror
(5/1)
When this creature enters, sacrifice a creature. : Regenerate this creature.
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Spined Megalodon
   ( 7)
Creature — Shark
(5/7)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever this creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Spined Sliver
  ( 2)
Creature — Sliver
(2/2)
Whenever a Sliver becomes blocked, that Sliver gets +1/+1 until end of turn for each creature blocking it.
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Spined Thopter
  ( 3)
Artifact Creature — Phyrexian Thopter
(2/1)
( can be paid with either or 2 life.) Flying
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Spined Tyrranax
  ( 5)
Creature — Dinosaur Beast
(5/5)
At the beginning of combat on your turn, you may pay  . When you do, put a +1/+1 counter on target creature. That creature gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Spinehorn Minotaur
  ( 3)
Creature — Minotaur Berserker
(2/3)
As long as you've drawn two or more cards this turn, this creature has double strike.
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Spineless Thug
  ( 2)
Creature — Phyrexian Zombie Mercenary
(2/2)
This creature can't block.
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Spinerock Knoll
( 0)
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. : Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
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Spineseeker Centipede
  ( 3)
Creature — Insect
(2/1)
When this creature enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. Delirium — This creature gets +1/+2 and has vigilance as long as there are four or more card types among cards in your graveyard.
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Spinewoods Armadillo
   ( 6)
Creature — Armadillo
(7/7)
Reach Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)  , Discard this card: Search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle. You gain 3 life.
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Spinewoods Paladin
  ( 5)
Creature — Human Knight
(5/4)
Trample When this creature enters, you gain 3 life. Plot  (You may pay  and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Spinner of Souls
  ( 3)
Creature — Spider Spirit
(4/3)
Reach Whenever another nontoken creature you control dies, you may reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Spinnerette, Arachnobat
   ( 5)
Legendary Creature — Spider Performer
(2/4)
Reach When Spinnerette enters, open an Attraction. As long as you control three or more Attractions, Spinnerette gets +2/+0 and has menace.
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Spinning Darkness
   ( 6)
Instant
You may exile the top three black cards of your graveyard rather than pay this spell's mana cost. Spinning Darkness deals 3 damage to target nonblack creature. You gain 3 life.
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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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Spiny Starfish
  ( 3)
Creature — Starfish
(0/1)
: Regenerate this creature.
At the beginning of each end step, if this creature regenerated this turn, create a 0/1 blue Starfish creature token for each time it regenerated this turn.
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Spiraling Duelist
   ( 4)
Creature — Human Berserker
(3/1)
Metalcraft — This creature has double strike as long as you control three or more artifacts.
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Spiraling Embers
  ( 4)
Sorcery — Arcane
Spiraling Embers deals damage to any target equal to the number of cards in your hand.
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Spire of Industry
( 0)
Land
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
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Spire Winder
  ( 4)
Creature — Snake
(2/3)
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature gets +1/+1 as long as you have the city's blessing.
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Spireside Infiltrator
  ( 3)
Creature — Human Rogue
(3/2)
Whenever this creature becomes tapped, it deals 1 damage to each opponent.
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Spirespine
  ( 3)
Enchantment Creature — Beast
(4/1)
Bestow  (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) This creature blocks each combat if able. Enchanted creature gets +4/+1 and blocks each combat if able.
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Spirit Link
 ( 1)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Whenever enchanted creature deals damage, you gain that much life.
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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 Summoning
   ( 3)
Sorcery — Lesson
Create a 3/2 red and white Spirit creature token.
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Spitting Dilophosaurus
  ( 3)
Creature — Dinosaur
(3/2)
Whenever this creature enters or attacks, put a -1/-1 counter on up to one target creature. Creatures your opponents control with -1/-1 counters on them can't block.
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Spitting Drake
  ( 4)
Creature — Drake
(2/2)
Flying : This creature gets +1/+0 until end of turn. Activate only once each turn.
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Spitting Earth
  ( 2)
Sorcery
Spitting Earth deals damage to target creature equal to the number of Mountains you control.
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Spitting Gourna
   ( 5)
Creature — Beast
(3/4)
Reach (This creature can block creatures with flying.) Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Spitting Hydra
   ( 5)
Creature — Hydra
(0/0)
This creature enters with four +1/+1 counters on it.  , Remove a +1/+1 counter from this creature: It deals 1 damage to target creature.
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Spitting Image
   ( 6)
Sorcery
Create a token that's a copy of target creature. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Spitting Sliver
  ( 5)
Creature — Sliver
(3/3)
All Sliver creatures have first strike.
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Spitting Spider
   ( 5)
Creature — Spider
(3/5)
Reach (This creature can block creatures with flying.) Sacrifice a land: This creature deals 1 damage to each creature with flying.
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Splatter Goblin
  ( 2)
Creature — Phyrexian Goblin
(2/1)
When this creature dies, target creature an opponent controls gets -1/-1 until end of turn.
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Splinter
   ( 4)
Sorcery
Exile target artifact. Search its controller's graveyard, hand, and library for all cards with the same name as that artifact and exile them. Then that player shuffles.
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Splinter Twin
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature has " : Create a token that's a copy of this creature, except it has haste. Exile that token at the beginning of the next end step."
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Splinterfright
  ( 3)
Creature — Elemental
(*/*)
Trample Splinterfright's power and toughness are each equal to the number of creature cards in your graveyard. At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.)
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