9155 cards found
Saheeli, the Gifted

Saheeli, the Gifted {2}{U}{R}

Legendary Planeswalker - Saheeli
[+1]: Create a 1/1 colorless Servo artifact creature token.
[+1]: The next spell you cast this turn costs {1} less to cast for each artifact you control as you cast it.
[–7]: For each artifact you control, create a token that's a copy of it. Those tokens gain haste. Exile those tokens at the beginning of the next end step.
Saheeli, the Gifted can be your commander.
Loyalty:
4
Saheeli, the Sun's Brilliance

Saheeli, the Sun's Brilliance {U}{R}

Legendary Creature - Human Artificer
{U}{R}, {T}: Create a token that's a copy of another target creature or artifact you control, except it's an artifact in addition to its other types. It gains haste. Sacrifice it at the beginning of the next end step.
What began as a single gift for Huatli became a battalion of automatons unlike anything ever seen on Ixalan.
2/2
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Saiba Syphoner

Saiba Syphoner {2}{U}{U}

Creature - Human Ninja
Flash
This spell costs {2} less to cast if there are no instant or sorcery cards in your hand.
When Saiba Syphoner enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
If Saiba Syphoner would die, shuffle it into your library instead.
2/2
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Sailor of Means

Sailor of Means {2}{U}

Creature - Human Pirate
When Sailor of Means enters the battlefield, create a Treasure token.
The rising tide of Orazca's plunder lifted all ships.
1/4
Saji's Torrent

Saji's Torrent {1}{U}

Instant
Tap X creatures, where X is a number from 0 to 5 chosen at random.
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Sakashima of a Thousand Faces

Sakashima of a Thousand Faces {3}{U}

Legendary Creature - Human Rogue
You may have Sakashima of a Thousand Faces enter the battlefield as a copy of another creature you control, except it has Sakashima of a Thousand Faces's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner
3/1
Sakashima the Impostor

Sakashima the Impostor {2}{U}{U}

Legendary Creature - Human Rogue
You may have Sakashima the Impostor enter the battlefield as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has "{2}{U}{U}: Return this creature to its owner's hand at the beginning of the next end step."
3/1
Sakashima the Impostor Avatar

Sakashima the Impostor Avatar

Vanguard
{2}: Choose a creature you control. It becomes a copy of target creature except for its name.
Hand size bonus: +0
Life bonus: +1
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Sakashima's Protege

Sakashima's Protege {4}{U}{U}

Creature - Shapeshifter
Flash
Cascade
You may have Sakashima's Protege enter the battlefield as a copy of any permanent that entered the battlefield this turn.
3/1
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Sakashima's Student

Sakashima's Student {2}{U}{U}

Creature - Human Ninja
Ninjutsu {1}{U}
You may have Sakashima's Student enter the battlefield as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
0/0
Sakashima's Will

Sakashima's Will {3}{U}

Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both.
• Target opponent chooses a creature they control. You gain control of it.
• Choose a creature you control. Each other creature you control becomes a copy of that creature until end of turn.
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Sakura-Tribe Elder

Sakura-Tribe Elder {1}{G}

Creature - Snake Shaman
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
There were no tombstones in orochi territory. Slain warriors were buried with a tree sapling, so they would become a part of the forest after death.
1/1
Sakura-Tribe Scout

Sakura-Tribe Scout {G}

Creature - Snake Shaman Scout
{T}: You may put a land card from your hand onto the battlefield.
"Scouts of the Sakura Tribe spent two years wandering the forest to learn every leaf and tree. That knowledge was called upon during the Kami War to ensure the orochi's survival."
—The History of Kamigawa
1/1
Salivating Gremlins

Salivating Gremlins {2}{R}

Creature - Gremlin
Whenever an artifact enters the battlefield under your control, Salivating Gremlins gets +2/+0 and gains trample until end of turn.
If an elf can dream it, a dwarf can build it, and a gremlin can eat it.
2/3
Samite Healer

Samite Healer {1}{W}

Creature - Human Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Healers ultimately acquire the divine gifts of spiritual and physical wholeness. The most devout are also granted the ability to pass physical wholeness on to others.
1/1
Samut's Sprint

Samut's Sprint {R}

Instant
Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
Samut's war was intensely personal. Every hour she faced enemies she once loved as friends and horrors she once revered as gods.
Samwise Gamgee

Samwise Gamgee {G}{W}

Legendary Creature - Halfling Peasant
Whenever another nontoken creature enters the battlefield under your control, create a Food token.
Sacrifice three Foods: Return target historic card from your graveyard to your hand.
2/2
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Sanctifier en-Vec

Sanctifier en-Vec {W}{W}

Creature - Human Cleric
Protection from black and from red
When Sanctifier en-Vec enters the battlefield, exile all cards that are black or red from all graveyards.
If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
2/2
Sanctuary Warden

Sanctuary Warden {4}{W}{W}

Creature - Angel Soldier
Flying
Sanctuary Warden enters the battlefield with two shield counters on it.
Whenever Sanctuary Warden enters the battlefield or attacks, you may remove a counter from a creature or planeswalker you control. If you do, draw a card and create a 1/1 green and white Citizen creature token.
5/5
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Sanctum Gargoyle

Sanctum Gargoyle {3}{W}

Artifact Creature - Gargoyle
Flying
When Sanctum Gargoyle enters the battlefield, you may return target artifact card from your graveyard to your hand.
As their supplies of etherium dwindled, mechanists sent gargoyles farther and farther afield in search of salvage.
2/3
Sanctum Prelate

Sanctum Prelate {1}{W}{W}

Creature - Human Cleric
As Sanctum Prelate enters the battlefield, choose a number.
Noncreature spells with mana value equal to the chosen number can't be cast.
"This area is off-limits to you."
2/2
Sanctum Weaver

Sanctum Weaver {1}{G}

Enchantment Creature - Dryad
{T}: Add X mana of any one color, where X is the number of enchantments you control.
The arrival of spring's first flowers is a sacred occasion to Karametra's acolytes, who fill the Setessan woods with song in celebration.
0/2
Sanctum of All

Sanctum of All {W}{U}{B}{R}{G}

Legendary Enchantment - Shrine
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle.
If an ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
Sanctum of Serra

Sanctum of Serra

Plane - Serra’s Realm
When you planeswalk away from Sanctum of Serra, destroy all nonland permanents.
Whenever chaos ensues, you may have your life total become 20.
Sanctum of the Sun
Azor's Gateway

Sanctum of the Sun

Legendary Land
{T}: Add X mana of any one color, where X is your life total.
As soon as Jace laid eyes on the great sphinx's chamber, the shards of memory began sliding into place.
Card has other part: Azor's Gateway