340 cards found
Relic of Progenitus

Relic of Progenitus {1}

Artifact
{T}: Target player exiles a card from their graveyard.
{1}, Exile this artifact: Exile all graveyards. Draw a card.
Elves believe the hydra-god Progenitus sleeps beneath Naya, feeding on forgotten magics.
Reset

Reset {U}{U}

Instant
Cast this spell only during an opponent's turn after their upkeep step.
Untap all lands you control.
Rest in Peace

Rest in Peace {1}{W}

Enchantment
When this enchantment enters, exile all graveyards.
If a card or token would be put into a graveyard from anywhere, exile it instead.
Resurrection

Resurrection {2}{W}{W}

Sorcery
Return target creature card from your graveyard to the battlefield.
Rishadan Port

Rishadan Port

Land
{T}: Add {C}.
{1}, {T}: Tap target land.
Rishada is the gateway to free trade—but the key will cost you.
River of Tears

River of Tears

Land
{T}: Add {U}. If you played a land this turn, add {B} instead.
"The Westfolk wept, and their tears wore winding rivers into the cheek of the world."
—Glem the Lonebard, "Origins of Kholon"
Rot Hulk

Rot Hulk {5}{B}{B}

Creature - Zombie
Menace
When this creature enters, return up to X target Zombie cards from your graveyard to the battlefield, where X is the number of opponents you have.
5/5
Ruination

Ruination {3}{R}

Sorcery
Destroy all nonbasic lands.
"We have built a wall upon sand. The wall will vanish. The sand will remain."
—Oracle en-Vec
Sacred Mesa

Sacred Mesa {2}{W}

Enchantment
At the beginning of your upkeep, sacrifice this enchantment unless you sacrifice a Pegasus.
{1}{W}: Create a 1/1 white Pegasus creature token with flying.
"Do not go there, do not go / unless you rise on wings, unless you walk on hooves."
—"Song to the Sun," Femeref song
Safe Haven

Safe Haven

Land
{2}, {T}: Exile target creature you control.
At the beginning of your upkeep, you may sacrifice this land. If you do, return each card exiled with this land to the battlefield under its owner's control.
Sarcomite Myr

Sarcomite Myr {2}{U}

Artifact Creature - Phyrexian Myr
{2}: This creature gains flying until end of turn.
{2}, Sacrifice this creature: Draw a card.
"A horrible sight, yes, but the sounds . . . Its twanging tendons and grinding gears are almost musical."
—Brudiclad, Telchor engineer
2/1
Scalelord Reckoner

Scalelord Reckoner {3}{W}{W}

Creature - Dragon
Flying
Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls.
The justice of dragons demands more than just an eye for an eye.
4/4
Scragnoth

Scragnoth {4}{G}

Creature - Beast
This spell can't be countered.
Protection from blue
It possesses no intelligence, only counter-intelligence.
3/4
Second Wind

Second Wind {2}{U}

Enchantment - Aura
Enchant creature
{T}: Tap enchanted creature.
{T}: Untap enchanted creature.
Vindr stormchasers believe that the same ancient forces that move the winds can also move mortal minds and hearts.
  • Future Sight
Seeker of Skybreak

Seeker of Skybreak {1}{G}

Creature - Elf
{T}: Untap target creature.
"We shun them not for their dream but for their refusal to let such a noble dream die a noble death."
—Eladamri, Lord of Leaves
2/1
Seht's Tiger

Seht's Tiger {2}{W}{W}

Creature - Cat
Flash
When this creature enters, you gain protection from the color of your choice until end of turn.
3/3
Sengir Autocrat

Sengir Autocrat {3}{B}

Creature - Human
When this creature enters, create three 0/1 black Serf creature tokens.
When this creature leaves the battlefield, exile all Serf tokens.
"A thankless job, and a death sentence besides."
—Eron the Relentless
2/2
Related card: Apocalypse Chime
Sengir Vampire

Sengir Vampire {3}{B}{B}

Creature - Vampire
Flying
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
4/4
Sensei's Divining Top

Sensei's Divining Top {1}

Artifact
{1}: Look at the top three cards of your library, then put them back in any order.
{T}: Draw a card, then put this artifact on top of its owner's library.
Serenity

Serenity {1}{W}

Enchantment
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.
"Just think of me as the storm before the calm."
—Gerrard of the Weatherlight
Serrated Arrows

Serrated Arrows {4}

Artifact
This artifact enters with three arrowhead counters on it.
At the beginning of your upkeep, if there are no arrowhead counters on this artifact, sacrifice it.
{T}, Remove an arrowhead counter from this artifact: Put a -1/-1 counter on target creature.
Related card: Apocalypse Chime
Serum Powder

Serum Powder {3}

Artifact
{T}: Add {C}.
Any time you could mulligan and this card is in your hand, you may exile all the cards from your hand, then draw that many cards.
Shadow Guildmage

Shadow Guildmage {B}

Creature - Human Wizard
{U}, {T}: Put target creature you control on top of its owner's library.
{R}, {T}: This creature deals 1 damage to any target and 1 damage to you.
To keep the dead so others may live.
—Shadow Guild maxim
1/1
Shadowmage Infiltrator

Shadowmage Infiltrator {1}{U}{B}

Creature - Human Wizard
Fear
Whenever this creature deals combat damage to a player, you may draw a card.
1/3
Shah of Naar Isle

Shah of Naar Isle {3}{R}

Creature - Efreet
Trample
Echo {0}
When this creature's echo cost is paid, each opponent may draw up to three cards.
6/6
  • Future Sight