7266 cards found
Start the TARDIS

Start the TARDIS {1}{U}

Sorcery
Surveil 2, then draw a card. You may planeswalk.
Jump-start
  • Doctor Who 56 661
Stasis

Stasis {1}{U}

Enchantment
Players skip their untap steps.
At the beginning of your upkeep, sacrifice Stasis unless you pay {U}.
The universe let out a sigh of relief.
Stave Off

Stave Off {W}

Instant
Target creature gains protection from the color of your choice until end of turn.
Stealer of Secrets

Stealer of Secrets {2}{U}

Creature - Human Rogue
Whenever Stealer of Secrets deals combat damage to a player, draw a card.
The Dimir would hire her, if only they knew where she lived. The Azorius would condemn her, if only they knew her name.
2/2
Steam Augury

Steam Augury {2}{U}{R}

Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
Keranos is a fickle god, delivering punishment as readily as prophecy.
Steam Blast

Steam Blast {2}{R}

Sorcery
Steam Blast deals 2 damage to each creature and each player.
The viashino knew of the cracked pipes but deliberately left them unmended to bolster the rig's defenses.
Steam Vents

Steam Vents

Land - Island Mountain
({T}: Add {U} or {R}.)
As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Despite being abandoned for millennia, the Thran ironworks still occasionally sputter to life.
Steamcore Weird

Steamcore Weird {3}{U}

Creature - Weird
When Steamcore Weird enters the battlefield, if {R} was spent to cast it, it deals 2 damage to any target.
Like many Izzet creations, weirds are based on wild contradictions yet somehow manage to work.
1/3
Steel Hellkite

Steel Hellkite {6}

Artifact Creature - Dragon
Flying
{2}: Steel Hellkite gets +1/+0 until end of turn.
{X}: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by Steel Hellkite this turn. Activate only once each turn.
5/5
Steel Overseer

Steel Overseer {2}

Artifact Creature - Construct
{T}: Put a +1/+1 counter on each artifact creature you control.
"Welcome, Administrator. Targeting Parameters have been erased and set to ADMIN_USER_GROUP• <Token. Name=Faction>."
1/1
Steel Wall

Steel Wall {1}

Artifact Creature - Wall
Defender
"We sculpt the land into what we need—homes, armament, fortresses of war. Our strength comes not only from knowing, but from commanding the terrain."
—Raksha Golden Cub, leonin kha
0/4
Steel of the Godhead

Steel of the Godhead {2}{W/U}

Enchantment - Aura
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink.
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Steel-Plume Marshal

Steel-Plume Marshal {3}{W}{W}

Creature - Bird Soldier
Flying
Whenever Steel-Plume Marshal attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
The defenders watched in terror as the flying V split apart into a bristling battle formation.
3/3
Related card: Protean War Engine
Steelbane Hydra

Steelbane Hydra {X}{G}{G}

Creature - Turtle Hydra
Steelbane Hydra enters the battlefield with X +1/+1 counters on it.
{2}{G}, Remove a +1/+1 counter from Steelbane Hydra: Destroy target artifact or enchantment.
Many an ancient treasure has been reduced to jagged caltrops by its snapping jaws.
0/0
Steelshaper's Gift

Steelshaper's Gift {W}

Sorcery
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
S is for Strength. A measure of your raw physical power. It affects how much you can carry and the damage of all melee attacks.
Stella Lee, Wild Card

Stella Lee, Wild Card {1}{U}{R}

Legendary Creature - Human Rogue
Whenever you cast your second spell each turn, exile the top card of your library. Until the end of your next turn, you may play that card.
{T}: Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if you've cast three or more spells this turn.
2/4
  • Outlaws of Thunder Junction Commander
Stensia

Stensia

Plane - Innistrad
Whenever a creature deals damage to one or more players for the first time each turn, put a +1/+1 counter on it.
Whenever chaos ensues, each creature you control gains "{T}: This creature deals 1 damage to target player or planeswalker" until end of turn.
Stensia Bloodhall

Stensia Bloodhall

Land
{T}: Add {C}.
{3}{B}{R}, {T}: Stensia Bloodhall deals 2 damage to target player or planeswalker.
The revelry ends when the supply of fresh ingenues runs dry.
Stensia Masquerade

Stensia Masquerade {2}{R}

Enchantment
Attacking creatures you control have first strike.
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
Madness {2}{R}
Steppe Glider

Steppe Glider {4}{W}

Creature - Elemental
Flying, vigilance
{1}{W}: Target creature with a +1/+1 counter on it gains flying and vigilance until end of turn.
2/4
Sterling Grove

Sterling Grove {G}{W}

Enchantment
Other enchantments you control have shroud.
{1}, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Steward of Valeron

Steward of Valeron {G}{W}

Creature - Human Druid Knight
Vigilance
{T}: Add {G}.
Knight-stewards guard the Sun-Dappled Court, a grove of immense, sculptured olive trees that represent Valeron's twelve noble families.
2/2
Sticky Fingers

Sticky Fingers {R}

Enchantment - Aura
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token."
When enchanted creature dies, draw a card.
Stingerfling Spider

Stingerfling Spider {4}{G}

Creature - Spider
Reach
When Stingerfling Spider enters the battlefield, you may destroy target creature with flying.
The juiciest prey is that which grows lazy, thinking itself beyond the reach of danger.
2/5
Stinging Study

Stinging Study {4}{B}

Instant
You draw X cards and you lose X life, where X is the mana value of a commander you own on the battlefield or in the command zone.
Silverquill first-years welcome discomfort in the classroom, knowing it will prepare them for the years ahead.