26424 cards found
Scryb Ranger

Scryb Ranger {1}{G}

Creature - Faerie Ranger
Flash
Flying, protection from blue
Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.
1/1
Scryb Sprites

Scryb Sprites {G}

Creature - Faerie
Flying
The only sound was the gentle clicking of the faeries' wings. Then those intruders who were still standing turned and fled. One thing was certain: they didn't think the Scryb were very funny anymore.
1/1
Scrying Glass

Scrying Glass {2}

Artifact
{3}, {T}: Choose a number greater than 0 and a color. Target opponent reveals their hand. If that opponent reveals exactly the chosen number of cards of the chosen color, you draw a card.
  • Urza's Destiny
Scrying Sheets

Scrying Sheets

Snow Land
{T}: Add {C}.
{1}{S}, {T}: Look at the top card of your library. If that card is snow, you may reveal it and put it into your hand.
Sculpted Perfection

Sculpted Perfection {2}{W}{B}

Enchantment
When this enchantment enters, incubate 2.
Phyrexians you control get +1/+1.
  • March of the Machine
Sculpting Steel

Sculpting Steel {3}

Artifact
You may have this artifact enter as a copy of any artifact on the battlefield.
An artificer once dropped one in a vault full of coins. She has yet to find it.
Sculptor of Winter

Sculptor of Winter {1}{G}

Snow Creature - Elf Rogue
{T}: Untap target snow land.
"I and my kin remember the old ways. The frost whispers to me in a language too ancient for the Skoti usurpers to comprehend."
2/2
  • Kaldheim
Scurrid Colony

Scurrid Colony {1}{G}

Creature - Squirrel
Reach
This creature gets +2/+2 as long as you control eight or more lands.
Scurrid teeth evolved to crack open nuts, but they work just as well for crushing bones if the nest is threatened.
2/2
Related cards: Garruk, Wrath of the Wilds Hinterland Chef
  • Strixhaven: School of Mages
Scute Mob

Scute Mob {G}

Creature - Insect
At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on this creature.
"Survival rule 781: There are always more scute bugs."
—Zurdi, goblin shortcutter
1/1
Scute Swarm

Scute Swarm {2}{G}

Creature - Insect
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
"Survival rule 782: There are always more scute bugs."
—Zurdi, goblin shortcutter
1/1
Scuttlegator

Scuttlegator {4}{G/U}{G/U}

Creature - Crab Turtle Crocodile
Defender
{6}{G/U}{G/U}: Adapt 3.
As long as this creature has a +1/+1 counter on it, it can attack as though it didn't have defender.
6/6
Scuttlemutt

Scuttlemutt {3}

Artifact Creature - Scarecrow
{T}: Add one mana of any color.
{T}: Target creature becomes the color or colors of your choice until end of turn.
With five lenses on its "head," it sees the world in a range of colors beyond ordinary perception.
2/2
Scuttling Butler

Scuttling Butler {3}

Artifact Creature - Construct
At the beginning of combat on your turn, if you control two or more multicolored permanents, this creature gains double strike until end of turn.
Porter, cleaner, and bouncer all in one.
4/1
  • Streets of New Capenna
Scuttling Death

Scuttling Death {4}{B}

Creature - Spirit
Sacrifice this creature: Target creature gets -1/-1 until end of turn.
Soulshift 4
4/2
Scuttling Doom Engine

Scuttling Doom Engine {6}

Artifact Creature - Construct
This creature can't be blocked by creatures with power 2 or less.
When this creature dies, it deals 6 damage to target opponent or planeswalker.
A masterwork of spite, inspired by madness.
6/6
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
Scuzzback Scrounger

Scuzzback Scrounger {1}{R}

Creature - Goblin Warrior
At the beginning of your first main phase, you may blight 1. If you do, create a Treasure token.
The only metal polish he uses is blood.
3/2
Scythe Leopard

Scythe Leopard {G}

Creature - Cat
Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn.
Eldrazi are not the leopard's preferred prey, but they are better than no prey at all.
1/1
Scythe Tiger

Scythe Tiger {G}

Creature - Cat
Shroud
When this creature enters, sacrifice it unless you sacrifice a land.
Instead of adapting to its environment, it adapts its environment to itself.
3/2
  • Zendikar
Scythe of the Wretched

Scythe of the Wretched {2}

Artifact - Equipment
Equipped creature gets +2/+2.
Whenever a creature dealt damage by equipped creature this turn dies, return that card to the battlefield under your control. Attach this Equipment to that creature.
Equip {4}
  • Mirrodin
Scytheclaw Raptor

Scytheclaw Raptor {2}{R}

Creature - Dinosaur
Whenever a player casts a spell, if it's not their turn, this creature deals 4 damage to them.
"She's a smart one. Noticed all on her own that the bloodsuckers wave their hands around to do their filthy magic, so she rips off their hands first."
—Citamitzin, Sun Empire warrior
4/3
Sea Eagle

Sea Eagle {1}{U}

Creature - Bird
Flying
Where air meets water, fish meets talon.
1/1
Sea Gate Banneret

Sea Gate Banneret {W}

Creature - Kor Warrior
{4}{W}: Creatures you control get +1/+1 until end of turn.
The Sea Gate Expeditionary House was founded after the discovery of the Skyclave over Tazeem. Now its banners fly over every corner of Zendikar.
1/2
  • Zendikar Rising
Sea Gate Colossus

Sea Gate Colossus {7}

Artifact Creature - Golem Warrior
This spell costs {1} less to cast for each creature in your party.
"When you are battered and exhausted, look up and be inspired by its resolve."
—Tazri
7/5
  • Zendikar Rising