31921 cards found
Stoneshock Giant

Stoneshock Giant {3}{R}{R}

Creature - Giant
{6}{R}{R}: Monstrosity 3.
When this creature becomes monstrous, creatures without flying your opponents control can't block this turn.
5/4
Stormbreath Dragon

Stormbreath Dragon {3}{R}{R}

Creature - Dragon
Flying, haste, protection from white
{5}{R}{R}: Monstrosity 3.
When this creature becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand.
4/4
Stormchaser Mage

Stormchaser Mage {U}{R}

Creature - Human Wizard
Flying, haste
Prowess
Roilmages' tactics are as chaotic as the energies they channel.
1/3
Stormtide Leviathan

Stormtide Leviathan {5}{U}{U}{U}

Creature - Leviathan
Islandwalk
All lands are Islands in addition to their other types.
Creatures without flying or islandwalk can't attack.
8/8
Sungrace Pegasus

Sungrace Pegasus {1}{W}

Creature - Pegasus
Flying
Lifelink
The sacred feathers of the pegasus are said to have healing powers.
1/2
Supernatural Stamina

Supernatural Stamina {B}

Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
"All are not equal—neither in life nor after death. Bontu's favorites will stand highest in eternity."
—Senifet, vizier of Bontu
Swift Reckoning

Swift Reckoning {1}{W}

Sorcery
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may cast this spell as though it had flash.
Destroy target tapped creature.
Swift Warkite

Swift Warkite {4}{B}{R}

Creature - Dragon
Flying
When this creature enters, you may put a creature card with mana value 3 or less from your hand or graveyard onto the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step.
4/4
Sylvan Caryatid

Sylvan Caryatid {1}{G}

Creature - Plant
Defender, hexproof
{T}: Add one mana of any color.
Those who enter the copse never leave. They find peace there and take root, becoming part of the ever-growing grove.
0/3
Sylvan Primordial

Sylvan Primordial {5}{G}{G}

Creature - Avatar
Reach
When this creature enters, for each opponent, destroy target noncreature permanent that player controls. For each permanent destroyed this way, search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle.
6/8
Syndicate Messenger

Syndicate Messenger {3}{W}

Creature - Bird
Flying
Afterlife 1
"Many wings haunt the skies these days. Few of them bear good tidings."
—Lavinia
2/3
Tah-Crop Skirmisher

Tah-Crop Skirmisher {1}{U}

Creature - Snake Warrior
Embalm {3}{U}
Initiates live and train with their crop, the unit that begins the trials together.
2/1
Take

Take {2}{U}

Sorcery
Remove all +1/+1 counters from target creature you control. Draw that many cards.
Fuse
Card has other part: Give
Tasigur, the Golden Fang

Tasigur, the Golden Fang {5}{B}

Legendary Creature - Human Shaman
Delve
{2}{G/U}{G/U}: Mill two cards, then return a nonland card of an opponent's choice from your graveyard to your hand.
4/5
Tear

Tear {W}

Instant
Destroy target enchantment.
Fuse
Card has other part: Wear
Temporal Trespass

Temporal Trespass {8}{U}{U}{U}

Sorcery
Delve
Take an extra turn after this one. Exile Temporal Trespass.
"I do not wish to speak with you, but through you. You are the prophet. You've played your part."
—Minerva
Tenth District Legionnaire

Tenth District Legionnaire {R}{W}

Creature - Human Soldier
Haste
Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature, then scry 1.
"The Tenth is under heavy attack, but it's being handled. I sent Mileva."
—Tajic
2/2
Thassa, God of the Sea

Thassa, God of the Sea {2}{U}

Legendary Enchantment Creature - God
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your upkeep, scry 1.
{1}{U}: Target creature you control can't be blocked this turn.
5/5
The Chain Veil

The Chain Veil {4}

Legendary Artifact
At the beginning of your end step, if you didn't activate a loyalty ability of a planeswalker this turn, you lose 2 life.
{4}, {T}: For each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn.
The Great Aurora

The Great Aurora {6}{G}{G}{G}

Sorcery
Each player shuffles all cards from their hand and all permanents they own into their library, then draws that many cards. Each player may put any number of land cards from their hand onto the battlefield. Exile The Great Aurora.
Thopter Engineer

Thopter Engineer {2}{R}

Creature - Human Artificer
When this creature enters, create a 1/1 colorless Thopter artifact creature token with flying.
Artifact creatures you control have haste.
1/3
Thunderclap Wyvern

Thunderclap Wyvern {2}{W}{U}

Creature - Drake
Flash
Flying
Other creatures you control with flying get +1/+1.
Thunder doesn't always mean rain. Sometimes it means ruin.
2/3
Tidebinder Mage

Tidebinder Mage {U}{U}

Creature - Merfolk Wizard
When this creature enters, tap target red or green creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control this creature.
2/2
Toil

Toil {2}{B}

Sorcery
Target player draws two cards and loses 2 life.
Fuse
Card has other part: Trouble
Tome Scour

Tome Scour {U}

Sorcery
Target player mills five cards.
"I hope none of those were important!"