7298 cards found
Swab Goblin

Swab Goblin {1}{R}

Creature - Goblin Pirate
Though small, goblins can hold their own in a fight. Foolhardy confidence goes a long way.
2/2
  • Rivals of Ixalan
Swaggering Corsair

Swaggering Corsair {2}{R}

Creature - Human Pirate
Raid — Swaggering Corsair enters with a +1/+1 counter on it if you attacked this turn.
"I'm about to make you famous. From the golden city to High and Dry, they'll talk about how fast you died!"
2/2
Swarming Goblins

Swarming Goblins {4}{R}

Creature - Goblin
When Swarming Goblins enters, roll a d20.
1—9 | Create a 1/1 red Goblin creature token.
10—19 | Create two of those tokens.
20 | Create three of those tokens.
4/3
  • The List
  • Adventures in the Forgotten Realms
Swarming of Moria

Swarming of Moria {2}{R}

Sorcery
Create a Treasure token.
Amass Orcs 2.
  • The Lord of the Rings: Tales of Middle-earth 150 601
Swashbuckler Extraordinaire

Swashbuckler Extraordinaire {2}{R}

Creature - Dragon Rogue Warrior
When Swashbuckler Extraordinaire enters, create a Treasure token.
Whenever you attack, you may sacrifice one or more Treasures. When you do, up to that many target creatures gain double strike until end of turn.
2/2
Swashbuckler's Whip

Swashbuckler's Whip {1}

Artifact - Equipment
Equipped creature has reach, "{2}, {T}: Tap target artifact or creature," and "{8}, {T}: Discover 10."
Equip {1}
  • The Lost Caverns of Ixalan
Swashbuckling

Swashbuckling {1}{R}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has haste.
The pirates of the Brazen Coalition are the descendants of those displaced by the Legion of Dusk, and they are eager for vengeance.
Sweatworks Brawler

Sweatworks Brawler {3}{R}

Creature - Human Artificer
Improvise
Menace
The residents of Embraal were never known for finesse, just for getting things done.
3/3
Sweeping Cleave

Sweeping Cleave {1}{R}

Instant - Adventure
Target creature you control gains double strike until end of turn.
Card has other part: Two-Handed Axe
Swelter

Swelter {3}{R}

Sorcery
Swelter deals 2 damage to each of two target creatures.
No circle has a beginning, but many have foreseeable ends.
Sweltering Suns

Sweltering Suns {1}{R}{R}

Sorcery
Sweltering Suns deals 3 damage to each creature.
Cycling {3}
The Hekma may repel storms and monsters, but nothing holds back the heat of the suns.
Swift Kick

Swift Kick {3}{R}

Instant
Target creature you control gets +1/+0 until end of turn. It fights target creature you don't control.
Shintan sensed the malice in his opponent, but he did not strike until the orc's muscles tensed in preparation to throw the first punch.
Swiftfoot Boots

Swiftfoot Boots {2}

Artifact - Equipment
Equipped creature has hexproof and haste.
Equip {1}
Swiftgear Drake

Swiftgear Drake {5}

Artifact Creature - Drake
Flying, haste
When Swiftgear Drake enters, put up to one target card from a graveyard on the bottom of its owner's library.
Inspired by fishing raptors, Tawnos designed the drake's talons to seize prey with overwhelming speed and precision.
2/4
  • The Brothers' War
Swirling Sandstorm

Swirling Sandstorm {3}{R}

Sorcery
Threshold — Swirling Sandstorm deals 5 damage to each creature without flying if seven or more cards are in your graveyard.
As dust swept out, vultures swept in.
  • Judgment
Switchgrass Grazer

Switchgrass Grazer {2}{R}{R}

Creature - Horse Mount
Haste
Whenever Switchgrass Grazer attacks, it deals 1 damage to any target. If Switchgrass Grazer is saddled and a creature was dealt damage this way, that creature perpetually gains "This creature can't block" and "Damage isn't removed from this creature during cleanup steps."
Saddle 1
4/4
  • Alchemy: Outlaws of Thunder Junction
Sword of Body and Mind

Sword of Body and Mind {3}

Artifact - Equipment
Equipped creature gets +2/+2 and has protection from green and from blue.
Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards.
Equip {2}
Sword of Dungeons & Dragons

Sword of Dungeons & Dragons {3}

Artifact - Equipment
Equipped creature gets +2/+2 and has protection from Rogues and from Clerics.
Whenever equipped creature deals combat damage to a player, create a 4/4 gold Dragon creature token with flying and roll a d20 (a twenty-sided die). If you roll a 20, repeat this process.
Equip {2}
Sword of Feast and Famine

Sword of Feast and Famine {3}

Artifact - Equipment
Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip {2}
Sword of Fire and Ice

Sword of Fire and Ice {3}

Artifact - Equipment
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card.
Equip {2}
Sword of Fire and Ice and War and Peace

Sword of Fire and Ice and War and Peace {6}

Artifact - Equipment
Equipped creature gets +4/+4 and has protection from white, blue, and red.
Whenever equipped creature deals combat damage to an opponent, Sword of Fire and Ice and War and Peace deals 2 damage to any target and you draw a card. Then, it deals damage to defending player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip {4}
  • Unknown Event
Sword of Forge and Frontier

Sword of Forge and Frontier {3}

Artifact - Equipment
Equipped creature gets +2/+2 and has protection from red and from green.
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip {2}
  • Phyrexia: All Will Be One Promos 244p 244s
  • Phyrexia: All Will Be One 244 359
Sword of Hearth and Home

Sword of Hearth and Home {3}

Artifact - Equipment
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip {2}
Sword of Hours

Sword of Hours {2}

Artifact - Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it.
Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.
Equip {2}
  • Forgotten Realms Commander
Sword of Kaldra

Sword of Kaldra {4}

Legendary Artifact - Equipment
Equipped creature gets +5/+5.
Whenever equipped creature deals damage to a creature, exile that creature.
Equip {4}
Related cards: Helm of Kaldra Shield of Kaldra