22643 cards found
Silverfur Partisan

Silverfur Partisan {2}{G}

Creature - Wolf Warrior
Trample
Whenever a Wolf or Werewolf you control becomes the target of an instant or sorcery spell, create a 2/2 green Wolf creature token.
Silverfurs are the last remaining wolfir.
2/2
Silvergill Adept

Silvergill Adept {1}{U}

Creature - Merfolk Wizard
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}.
When Silvergill Adept enters the battlefield, draw a card.
"If you keep to the shallows, you'll never learn the secrets of the depths."
2/1
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
  • Lorwyn
Silverglade Elemental

Silverglade Elemental {4}{G}

Creature - Elemental
When Silverglade Elemental enters the battlefield, 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
  • Mercadian Masques
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
Silverquill Apprentice

Silverquill Apprentice {W}{B}

Creature - Human Warlock
Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature gets +1/+0 until end of turn.
She had spoken the words a hundred times, but under the spotlight, in front of everyone, something new emerged. And the crowd went wild.
2/2
  • Strixhaven: School of Mages
Silverquill Campus

Silverquill Campus

Land
Silverquill Campus enters the battlefield tapped.
{T}: Add {W} or {B}.
{4}, {T}: Scry 1.
Mage-students drawn to the power of language choose Silverquill, the college of eloquence.
Silverquill Pledgemage

Silverquill Pledgemage {1}{W/B}{W/B}

Creature - Vampire Cleric
Magecraft — Whenever you cast or copy an instant or sorcery spell, Silverquill Pledgemage gains your choice of flying or lifelink until end of turn.
"I avoid violence. It is the last resort of the witless. But if you insist, I'll make an exception for you."
3/1
  • Strixhaven: School of Mages
Silverquill Silencer

Silverquill Silencer {W}{B}

Creature - Human Cleric
As Silverquill Silencer enters the battlefield, 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
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
Silversmote Ghoul

Silversmote Ghoul {2}{B}

Creature - Zombie Vampire
At the beginning of your end step, if you gained 3 or more life this turn, return Silversmote Ghoul from your graveyard to the battlefield tapped.
{1}{B}, Sacrifice Silversmote Ghoul: Draw a card.
Being trapped between two forms of unlife is a fate worse than mere death.
3/1
Silverstorm Samurai

Silverstorm Samurai {4}{W}{W}

Creature - Fox Samurai
Flash
Bushido 1
3/3
  • Betrayers of Kamigawa
Silverwing Squadron

Silverwing Squadron {5}{W}

Creature - Human Knight
Flying, vigilance
Silverwing Squadron's power and toughness are each equal to the number of creatures you control.
Whenever Silverwing Squadron attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.
*/*
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
Sima Yi, Wei Field Marshal

Sima Yi, Wei Field Marshal {5}{B}

Legendary Creature - Human Soldier
Sima Yi, Wei Field Marshal's power is equal to the number of Swamps you control.
Sima Yi fought for four generations of the Cao family before his own grandson became emperor and united the three kingdoms.
*/4
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 Grunts

Simian Grunts {2}{G}

Creature - Ape
Flash
Echo {2}{G}
These monkeys mean business.
3/4
Simian Simulacrum

Simian Simulacrum {3}

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

Simian Sling {R}

Artifact Creature - Equipment Monkey
Equipped creature gets +1/+1.
Whenever Simian Sling or equipped creature becomes blocked, it deals 1 damage to defending player.
Reconfigure {2}
1/1
  • Kamigawa: Neon Dynasty
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 Ascendancy

Simic Ascendancy {G}{U}

Enchantment
{1}{G}{U}: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy.
At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.
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 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