2363 cards found
Savage Ventmaw

Savage Ventmaw {4}{R}{G}

Creature - Dragon
Flying
Whenever Savage Ventmaw attacks, add {R}{R}{R}{G}{G}{G}. Until end of turn, you don't lose this mana as steps and phases end.
4/4
Savageborn Hydra

Savageborn Hydra {X}{R}{G}

Creature - Hydra
Double strike
Savageborn Hydra enters with X +1/+1 counters on it.
{1}{R/G}: Put a +1/+1 counter on Savageborn Hydra. Activate only as a sorcery.
0/0
Savannah

Savannah

Land - Forest Plains
({T}: Add {G} or {W}.)
Saving Grasp

Saving Grasp {U}

Instant
Return target creature you own to your hand.
Flashback {W}
Nothing's more valuable than perfect timing.
  • Dark Ascension
Sawback Manticore

Sawback Manticore {3}{R}{G}

Creature - Manticore
{4}: Sawback Manticore gains flying until end of turn.
{1}: Sawback Manticore deals 2 damage to target attacking or blocking creature. Activate only if Sawback Manticore is attacking or blocking and only once each turn.
2/4
  • Mirage
Sawblade Skinripper

Sawblade Skinripper {1}{B}{R}

Creature - Human Assassin
Menace
{2}, Sacrifice another creature or enchantment: Put a +1/+1 counter on Sawblade Skinripper.
At the beginning of your end step, if you sacrificed one or more permanents this turn, Sawblade Skinripper deals that much damage to any target.
3/2
  • Duskmourn: House of Horror
Sawtooth Loon

Sawtooth Loon {2}{W}{U}

Creature - Bird
Flying
When Sawtooth Loon enters, return a white or blue creature you control to its owner's hand.
When Sawtooth Loon enters, draw two cards, then put two cards from your hand on the bottom of your library.
2/2
Scab-Clan Giant

Scab-Clan Giant {4}{R}{G}

Creature - Giant Warrior
When Scab-Clan Giant enters, it fights target creature an opponent controls chosen at random.
For the Gruul, bone-crushing rage is the first priority. Accuracy comes in a distant ninetieth.
4/5
Scab-Clan Mauler

Scab-Clan Mauler {R}{G}

Creature - Human Berserker
Bloodthirst 2
Trample
They inflict pain to forget their own and break foes to feel whole.
1/1
Scalebane's Elite

Scalebane's Elite {3}{G}{W}

Creature - Human Soldier
Protection from black
"With Rashida's blades, my guiding vision and the luck of the blessed, today we will free Mangara!"
—Asmira, Holy Avenger
4/4
  • Visions
Scar

Scar {B/R}

Instant
Put a -1/-1 counter on target creature.
"What is a scar? A sign of courage in the face of danger? A mere trick of flesh? Or a constant reminder of agonizing pain, and the follies of war."
—Illulia of Nighthearth
  • Shadowmoor
Scarscale Ritual

Scarscale Ritual {1}{U/B}

Sorcery
As an additional cost to cast this spell, put a -1/-1 counter on a creature you control.
Draw two cards.
Some words are too important to trust to something as fragile as memory.
  • Shadowmoor
Scarwood Goblins

Scarwood Goblins {R}{G}

Creature - Goblin
Larger and more cunning than most Goblins, Scarwood Goblins are thankfully found only in isolated pockets.
2/2
  • The Dark
Scattered Groves

Scattered Groves

Land - Forest Plains
({T}: Add {G} or {W}.)
Scattered Groves enters tapped.
Cycling {2}
Scheming Fence

Scheming Fence {W}{U}

Creature - Human Citizen
As Scheming Fence enters, you may choose a nonland permanent.
Activated abilities of the chosen permanent can't be activated.
Scheming Fence has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities.
2/3
Scour the Scene

Scour the Scene {W}{U}

Enchantment
When Scour the Scene enters, create a 2/2 white and blue Detective creature token.
Whenever you sacrifice an artifact, choose a creature card in your hand or a creature you control. It perpetually gets +1/+0.
  • Alchemy: Murders at Karlov Manor
Scout the Wilderness

Scout the Wilderness {2}{G}

Sorcery
Kicker {1}{W}
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. If this spell was kicked, create two 1/1 white Soldier creature tokens.
Related card: Scout the Wilderness (Alchemy)
  • Dominaria United
Scout the Wilderness (Alchemy)

Scout the Wilderness (Alchemy) {2}{G}

Sorcery
Kicker {W}
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. If this spell was kicked, create two 1/1 white Soldier creature tokens.
Related card: Scout the Wilderness
  • Dominaria United
Scuzzback Marauders

Scuzzback Marauders {4}{R/G}

Creature - Goblin Warrior
Trample
Persist
5/2
Scuzzback Scrapper

Scuzzback Scrapper {R/G}

Creature - Goblin Warrior
Wither
The Scuzzback gang scavenges rusty armor covered in barbed protrusions. No threat is more effective than the threat of infection.
1/1
  • Shadowmoor
Sea of Clouds

Sea of Clouds

Land
Sea of Clouds enters tapped unless you have two or more opponents.
{T}: Add {W} or {U}.
Skybridges from across Kylem converge at the grand stadium of Valor's Reach.
Seachrome Coast

Seachrome Coast

Land
Seachrome Coast enters tapped unless you control two or fewer other lands.
{T}: Add {W} or {U}.
Where indoctrination meets inquiry, currents roil restlessly beneath the surface.
Sealed Fate

Sealed Fate {X}{U}{B}

Sorcery
Look at the top X cards of target opponent's library. Exile one of those cards and put the rest back on top of that player's library in any order.
It's good to know more about your enemy's fate than your enemy does.
  • Mirage
Search Warrant

Search Warrant {W}{U}

Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
"And would you care to explain why your satchel is radiating an aura of unstable energy?"
  • Return to Ravnica
Searstep Pathway
Blightstep Pathway

Searstep Pathway

Land
{T}: Add {R}.
"Our brave Tuskeri brethren blaze new trails, and we follow, mapping the routes of those who survive."
—Solrun, Beskir warrior
Card has other part: Blightstep Pathway