32912 cards found
Silvanus's Invoker

Silvanus's Invoker {2}{G}

Creature - Dragon Druid
Conjure Elemental{8}: Untap target land you control. It becomes an 8/8 Elemental creature with trample and haste until end of turn. It's still a land.
"Arise, friend, and seize the horizon in the name of the Oak Father."
3/2
  • Commander Legends: Battle for Baldur's Gate
Silver Bolt

Silver Bolt {1}

Artifact
{3}, {T}, Sacrifice this artifact: It deals 3 damage to target creature. If a Werewolf is dealt damage this way, destroy it.
"When a werewolf charges, you'll only have time for one shot. Best make it count."
—Captain Eberheart
Silver Deputy

Silver Deputy {2}

Artifact Creature - Mercenary
When this creature enters, you may search your library for a basic land card or a Desert card, reveal it, then shuffle and put it on top.
{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery.
It couldn't comprehend the spirit of the law, so the Sterling Company settled for the letter.
1/2
  • Outlaws of Thunder Junction
Silver Drake

Silver Drake {1}{W}{U}

Creature - Drake
Flying
When this creature enters, return a white or blue creature you control to its owner's hand.
3/3
Silver Myr

Silver Myr {2}

Artifact Creature - Myr
{T}: Add {U}.
The myr are like quicksilver: malleable in function and adaptable in form.
1/1
Silver Raven

Silver Raven {U}

Artifact Creature - Bird
Flying
When this creature enters, scry 1.
Wings take flight on whispered wind.
1/1
  • Adventures in the Forgotten Realms
Silverback Shaman

Silverback Shaman {3}{G}{G}

Creature - Ape Shaman
Trample
When this creature dies, draw a card.
The apes of Yavimaya draw strength from the spirits of their ancestors.
5/4
Silverbeak Griffin

Silverbeak Griffin {W}{W}

Creature - Griffin
Flying
A pair of domesticated griffins escaped from captivity a century ago. Now the skies are filled with the songs of their descendants.
2/2
Silverbluff Bridge

Silverbluff Bridge

Artifact Land
This land enters tapped.
Indestructible
{T}: Add {U} or {R}.
The path to genius is forged in creativity.
Silverchase Fox

Silverchase Fox {1}{W}

Creature - Fox
{1}{W}, Sacrifice this creature: Exile target enchantment.
"Be careful in your hunt. The clever little creature can steal your wards and lead you right into the werewolf's den."
—Britta, midwife of Gatstaf
2/2
Silverclaw Griffin

Silverclaw Griffin {3}{W}{W}

Creature - Griffin
Flying, first strike
It patrols the grafs for miles around Thraben, ensuring that the unhallowed do not wake for long.
3/2
  • Dark Ascension
Silvercoat Lion

Silvercoat Lion {1}{W}

Creature - Cat
"In the wild, white fur like mine is an aberration. We lack natural camouflage, but the inability to hide encourages other strengths."
—Ajani Goldmane
2/2
Silverflame Ritual

Silverflame Ritual {3}{W}

Sorcery
Put a +1/+1 counter on each creature you control.
Adamant — If at least three white mana was spent to cast this spell, creatures you control gain vigilance until end of turn.
Tempered by fire and united in virtue, the knights of Ardenvale fight with a single, unbreakable will.
  • Throne of Eldraine
Silverflame Squire

Silverflame Squire {1}{W}

Creature - Human Soldier
Beacons along the borderlands are lit at any incursion from the wilds.
2/1
Card has other part: On Alert
Silvergill Douser

Silvergill Douser {1}{U}

Creature - Merfolk Wizard
{T}: Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control.
The Silvergill school monitors traffic on the Lanes, ensuring that the riffraff don't interfere with travelers.
1/1
Silverglade Elemental

Silverglade Elemental {4}{G}

Creature - Elemental
When this creature enters, you may search your library for a Forest card, put that card onto the battlefield, then shuffle.
4/4
Silverquill Campus

Silverquill Campus

Land
This land enters tapped.
{T}: Add {W} or {B}.
{4}, {T}: Scry 1.
Mage-students drawn to the power of language choose Silverquill, the college of eloquence.
Silverquill Pledgemage

Silverquill Pledgemage {1}{W/B}{W/B}

Creature - Vampire Cleric
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gains your choice of flying or lifelink until end of turn.
"I avoid violence. It is the last resort of the witless. But if you insist, I'll make an exception for you."
3/1
  • Strixhaven: School of Mages
Silverstorm Samurai

Silverstorm Samurai {4}{W}{W}

Creature - Fox Samurai
Flash
Bushido 1
3/3
  • Betrayers of Kamigawa
Simian Brawler

Simian Brawler {3}{G}

Creature - Ape Warrior
Discard a land card: This creature gets +1/+1 until end of turn.
"It's odd to see the apes rip down trees to arm themselves in defense of their forests."
—Taaveti of Kelsinko, elvish hunter
3/3
Simian Grunts

Simian Grunts {2}{G}

Creature - Ape
Flash
Echo {2}{G}
These monkeys mean business.
3/4
Simian Sling

Simian Sling {R}

Artifact Creature - Equipment Monkey
Equipped creature gets +1/+1.
Whenever this creature or equipped creature becomes blocked, it deals 1 damage to defending player.
Reconfigure {2}
1/1
  • Kamigawa: Neon Dynasty
Simic Cluestone

Simic Cluestone {3}

Artifact
{T}: Add {G} or {U}.
{G}{U}, {T}, Sacrifice this artifact: Draw a card.
Simic symbols are among the most intricate and fragile, yet few vandalize them for fear of the strange lifeforms that might be released.
  • Dragon's Maze
Simic Guildgate

Simic Guildgate

Land - Gate
This land enters tapped.
{T}: Add {G} or {U}.
Enter and comprehend the perfection of orchestrated life.
Simic Initiate

Simic Initiate {G}

Creature - Human Mutant
Graft 1
Simic initiates begin their training as experimental subjects. Failures are flushed to the undersewers.
0/0