11217 cards found
Silvergill Douser

Silvergill Douser {1}{U}

Creature - Merfolk Wizard
{T}: Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control.
The Silvergill school monitors traffic on the Lanes, ensuring that the riffraff don't interfere with travelers.
1/1
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
Silverglade Pathfinder

Silverglade Pathfinder {1}{G}

Creature - Dryad Spellshaper
{1}{G}, {T}, Discard a card: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
1/1
Silverquill Command

Silverquill Command {2}{W}{B}

Sorcery
Choose two —
• Target creature gets +3/+3 and gains flying until end of turn.
• Return target creature card with mana value 2 or less from your graveyard to the battlefield.
• Target player draws a card and loses 1 life.
• Target opponent sacrifices a creature.
Silverquill Silencer

Silverquill Silencer {W}{B}

Creature - Human Cleric
As Silverquill Silencer enters, choose a nonland card name.
Whenever an opponent casts a spell with the chosen name, they lose 3 life and you draw a card.
"I am very much in the mood to start handing out expulsions."
3/2
Silvos, Rogue Elemental

Silvos, Rogue Elemental {3}{G}{G}{G}

Legendary Creature - Elemental
Trample
{G}: Regenerate Silvos, Rogue Elemental.
He was born of the Mirari, thrust out of his homeland before he was even aware. Left without purpose or meaning, he found both in the pits.
8/5
Simian Simulacrum

Simian Simulacrum {3}

Artifact Creature - Ape
When Simian Simulacrum enters, put two +1/+1 counters on target creature you control.
Unearth {2}{G}{G}
2/1
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 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.
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 Locket

Simic Locket {3}

Artifact
{T}: Add {G} or {U}.
{G/U}{G/U}{G/U}{G/U}, {T}, Sacrifice Simic Locket: Draw two cards.
"Like our guild itself, this locket can stand for many things. You must discern what it means for you."
—Vannifar
Simic Slaw

Simic Slaw {2}

Artifact - Food Clue
Whenever one or more creatures die, put a charge counter on Simic Slaw.
{2}, Sacrifice Simic Slaw: Draw X cards and gain X life, where X is the number of charge counters on Simic Slaw.
  • Unknown Event
Simic, Value Engine

Simic, Value Engine {1}{U}{G}

Legendary Creature - Vedalken Octopus Raccoon
At the beginning of your end step, if more lands entered the battlefield under your control this turn than an opponent had enter during their last turn, draw a card. Then, not counting that draw, if you drew more cards this turn than an opponent drew on their last turn, you may put a land card from your hand onto the battlefield.
3/2
  • Unknown Event
Simulacrum

Simulacrum {1}{B}

Instant
You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.
Sin Prodder

Sin Prodder {2}{R}

Creature - Devil
Menace
At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, Sin Prodder deals damage to that player equal to that card's mana value. Otherwise, put that card into your hand.
3/2
Related card: Tibalt, Wicked Tormentor
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
Singing Bell Strike

Singing Bell Strike {1}{U}

Enchantment - Aura
Enchant creature
When Singing Bell Strike enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchanted creature has "{6}: Untap this creature."
Singing Towers of Darillium

Singing Towers of Darillium

Plane - Darillium
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by {2}.
Whenever chaos ensues, you may cast a foretold card you own from exile without paying its mana cost this turn.
  • Doctor Who
Sinister Concierge

Sinister Concierge {1}{U}

Creature - Human Wizard
When Sinister Concierge dies, you may exile it and put three time counters on it. If you do, exile up to one target creature and put three time counters on it. Each card exiled this way that doesn't have suspend gains suspend.
2/1
  • New Capenna Commander Promos
  • New Capenna Commander 30 131
Sinister Reflections

Sinister Reflections {1}{U}

Instant
Conjure a duplicate of each of up to two target nontoken creatures you control into your hand.
  • Alchemy: Innistrad
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.
Sinkhole

Sinkhole {B}{B}

Sorcery
Destroy target land.
Sinner's Judgment
Faithbound Judge

Sinner's Judgment

Enchantment - Aura Curse
(Color indicator: Sinner's Judgment is white)
Enchant player
At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
Card has other part: Faithbound Judge
Siphon Insight

Siphon Insight {U}{B}

Instant
Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
Flashback {1}{U}{B}
Siren Stormtamer

Siren Stormtamer {U}

Creature - Siren Pirate Wizard
Flying
{U}, Sacrifice Siren Stormtamer: Counter target spell or ability that targets you or a creature you control.
He's the calm that hides the coming storm.
1/1