9386 cards found
Silverglade Elemental

Silverglade Elemental {4}{G}

Creature - Elemental
When Silverglade Elemental enters, you may search your library for a Forest card, put that card onto the battlefield, then shuffle.
4/4
Silverpelt Werewolf
Lambholt Elder

Silverpelt Werewolf

Creature - Werewolf
(Color indicator: Silverpelt Werewolf is green)
Whenever Silverpelt Werewolf deals combat damage to a player, draw a card.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Silverpelt Werewolf.
4/5
Card has other part: Lambholt Elder
  • Dark Ascension
Silverskin Armor

Silverskin Armor {2}

Artifact - Equipment
Equipped creature gets +1/+1 and is an artifact in addition to its other types.
Equip {2}
Partisan spies warned that no armor would protect the body from Phyrexian infection. Neurok strategists took that as a challenge.
  • Mirrodin Besieged
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: Simian Brawler 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 Spirit Guide

Simian Spirit Guide {2}{R}

Creature - Ape Spirit
Exile Simian Spirit Guide from your hand: Add {R}.
"All my spells smell like burnt hair lately."
—Jaya Ballard, task mage
2/2
Related card: Elvish Spirit Guide
Simic Basilisk

Simic Basilisk {4}{G}{G}

Creature - Basilisk Mutant
Graft 3
{1}{G}: Until end of turn, target creature with a +1/+1 counter on it gains "Whenever this creature deals combat damage to a creature, destroy that creature at end of combat."
0/0
  • Dissension
Simic Charm

Simic Charm {G}{U}

Instant
Choose one —
• Target creature gets +3/+3 until end of turn.
• Permanents you control gain hexproof until end of turn.
• Return target creature to its owner's hand.
"We measure our progress in heartbeats."
—Prime Speaker Zegana
Simic Cluestone

Simic Cluestone {3}

Artifact
{T}: Add {G} or {U}.
{G}{U}, {T}, Sacrifice Simic Cluestone: 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 Fluxmage

Simic Fluxmage {2}{U}

Creature - Merfolk Wizard
Evolve
{1}{U}, {T}: Move a +1/+1 counter from Simic Fluxmage onto target creature.
1/2
  • Gatecrash
Simic Growth Chamber

Simic Growth Chamber

Land
Simic Growth Chamber enters tapped.
When Simic Growth Chamber enters, return a land you control to its owner's hand.
{T}: Add {G}{U}.
Simic Guildgate

Simic Guildgate

Land - Gate
This land enters tapped.
{T}: Add {G} or {U}.
Simic biomancers don't concern themselves with guarding a gate. Their ever-present creations are enough to ward off trespassers.
Simic Guildmage

Simic Guildmage {G/U}{G/U}

Creature - Elf Wizard
{1}{G}: Move a +1/+1 counter from target creature onto another target creature with the same controller.
{1}{U}: Attach target Aura attached to a permanent to another permanent with the same controller.
2/2
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
Simic Keyrune

Simic Keyrune {3}

Artifact
{T}: Add {G} or {U}.
{G}{U}: Simic Keyrune becomes a 2/3 green and blue Crab artifact creature with hexproof until end of turn.
Simic Manipulator

Simic Manipulator {1}{U}{U}

Creature - Mutant Wizard
Evolve
{T}, Remove one or more +1/+1 counters from Simic Manipulator: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.
0/1
  • Gatecrash
Simic Ragworm

Simic Ragworm {3}{G}

Creature - Worm
{U}: Untap Simic Ragworm.
"Infused with autochthon blood for size and hellion cells for speed, the ragworm is perfect for clearing the undergardens of both rats and vagrants."
—Yolov, Simic bioengineer
3/3
  • Dissension
Simic Signet

Simic Signet {2}

Artifact
{1}, {T}: Add {G}{U}.
For the Simic Combine, its sigil serves not as an emblem of honor but as a trademark. Its familiar image on any biological commodity attests to superb craftsmanship, ingenious innovation, and higher cost.
Related card: Relics of the Rubblebelt
Simic Sky Swallower

Simic Sky Swallower {5}{G}{U}

Creature - Leviathan
Flying, trample
Shroud
"We've bred out the shortcomings of the species' natural form and replaced them with assets of our own design."
—Momir Vig
6/6
Simple

Simple {1}{G}{W}

Sorcery
Destroy all Auras and Equipment.
Card has other part: Pure
  • Dissension
Sin Collector

Sin Collector {1}{W}{B}

Creature - Human Cleric
When Sin Collector enters, target opponent reveals their hand. You choose an instant or sorcery card from it and exile that card.
"That must weigh heavily on your soul. Let me purge it for you."
2/1
Sinew Sliver

Sinew Sliver {1}{W}

Creature - Sliver
All Sliver creatures get +1/+1.
As the muscle cords of the creature twitched, Hanna saw an unsettling unanimity in the others' rippling flesh. She didn't know what it meant, but she urged Sisay to keep the ship at a safe distance.
1/1
Related card: Muscle Sliver
Singe-Mind Ogre

Singe-Mind Ogre {2}{B}{R}

Creature - Ogre Mutant
When Singe-Mind Ogre enters, target player reveals a card at random from their hand, then loses life equal to that card's mana value.
Even the balmgivers of Bant couldn't heal the incurables, but sharing their torment helped.
3/2
  • Alara Reborn
Sinister Possession

Sinister Possession {B}

Enchantment - Aura
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 2 life.
"You caught something on a cold night's stroll? No, I'd say something caught you."
—Mezim Magrah, civic healer
  • Dragon's Maze
Sink into Takenuma

Sink into Takenuma {3}{B}

Sorcery - Arcane
Sweep — Return any number of Swamps you control to their owner's hand. Target player discards a card for each Swamp returned this way.