27178 cards found
Safe Passage

Safe Passage {2}{W}

Instant
Prevent all damage that would be dealt to you and creatures you control this turn.
As she shepherds the faithful, the angel's radiance is a shield of salvation.
Safeguard

Safeguard {3}{W}{W}

Enchantment
{2}{W}: Prevent all combat damage that would be dealt by target creature this turn.
"I'm amused by wasted effort when it's not my own."
—Hanna, Weatherlight navigator
  • Tempest
Safehold Duo

Safehold Duo {3}{G/W}

Creature - Elf Warrior Shaman
Whenever you cast a green spell, Safehold Duo gets +1/+1 until end of turn.
Whenever you cast a white spell, Safehold Duo gains vigilance until end of turn.
2/4
  • Shadowmoor
Safehold Elite

Safehold Elite {1}{G/W}

Creature - Elf Scout
Persist
"I refuse to die—not at the hands of one such as you."
2/2
Safehold Sentry

Safehold Sentry {1}{W}

Creature - Elf Warrior
{2}{W}, {Q}: Safehold Sentry gets +0/+2 until end of turn.
"These bracers were worn by my father and by his mother before him. Boggart fangs have shattered on them. Cinder flames have withered at their touch. While I wear them, the safehold will not fall."
2/2
  • Shadowmoor
Safewright Quest

Safewright Quest {G/W}

Sorcery
Search your library for a Forest or Plains card, reveal it, put it into your hand, then shuffle.
Elves search for sources of beauty in a nighted world. Meanwhile, the nighted world searches for the blood of elves.
  • Shadowmoor
Saffi Eriksdotter

Saffi Eriksdotter {G}{W}

Legendary Creature - Human Scout
Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard this turn, return that card to the battlefield.
In the blink of an eye, she strode from deep snow to dusty waste. From the crease of light behind her, a voice rang hollow: "Saffi, wait for me . . . ."
2/2
Sage Aven

Sage Aven {3}{U}

Creature - Bird Wizard
Flying
When Sage Aven enters the battlefield, look at the top four cards of your library, then put them back in any order.
1/3
Sage Owl

Sage Owl {1}{U}

Creature - Bird
Flying
When Sage Owl enters the battlefield, look at the top four cards of your library, then put them back in any order.
Some owls house the souls of archmages of ages past.
1/1
Sage of Ancient Lore
Werewolf of Ancient Hunger

Sage of Ancient Lore {4}{G}

Creature - Human Shaman Werewolf
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand.
When Sage of Ancient Lore enters the battlefield, draw a card.
At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.
*/*
Card has other part: Werewolf of Ancient Hunger
Sage of Days

Sage of Days {2}{U}

Creature - Human Wizard
When Sage of Days enters the battlefield, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
"After this age, another."
3/2
  • The Lost Caverns of Ixalan
Sage of Epityr

Sage of Epityr {U}

Creature - Human Wizard
When Sage of Epityr enters the battlefield, look at the top four cards of your library, then put them back in any order.
Clairvoyants across Dominaria were driven mad by the overload from the widening time rifts, while other random folk gained the gift of future sight.
1/1
  • Time Spiral
Sage of Fables

Sage of Fables {2}{U}

Creature - Merfolk Wizard
Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it.
{2}, Remove a +1/+1 counter from a creature you control: Draw a card.
"There is no secret that cannot be sold."
2/2
Sage of Hours

Sage of Hours {1}{U}

Creature - Human Wizard
Heroic — Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it.
Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.
1/1
  • Journey into Nyx
Sage of Lat-Nam

Sage of Lat-Nam {1}{U}

Creature - Human Artificer
{T}, Sacrifice an artifact: Draw a card.
Though it was laid to waste by the brothers, many schools of magic trace their origins to the College of Lat-Nam, including the first Tolarian Academy.
1/2
Related card: Golgothian Sylex
Sage of Mysteries

Sage of Mysteries {U}

Creature - Human Wizard
Constellation — Whenever an enchantment enters the battlefield under your control, target player mills two cards.
"I see destruction, suffering, and one tormented glimmer of hope."
0/2
  • Theros Beyond Death
Sage of Shaila's Claim

Sage of Shaila's Claim {1}{G}

Creature - Elf Druid
When Sage of Shaila's Claim enters the battlefield, you get {E}{E}{E}.
Even now, Shaila's descendants proudly occupy the greenway that she refused to relinquish to the Consulate.
2/1
Sage of the Falls

Sage of the Falls {4}{U}

Creature - Merfolk Wizard
Whenever Sage of the Falls or another non-Human creature enters the battlefield under your control, you may draw a card. If you do, discard a card.
Ask a merfolk even a simple question and the answer is a journey far beyond the known.
2/5
Sage of the Inward Eye

Sage of the Inward Eye {2}{U}{R}{W}

Creature - Djinn Wizard
Flying
Whenever you cast a noncreature spell, creatures you control gain lifelink until end of turn.
"No one petal claims beauty for the lotus."
3/4
Sage's Dousing

Sage's Dousing {2}{U}

Tribal Instant - Wizard
Counter target spell unless its controller pays {3}. If you control a Wizard, draw a card.
"Curse these merrows and their meddling! Since coming near the river, I can't so much as sneeze without being soaked."
—Ashling the Pilgrim
  • Morningtide
Sage's Knowledge

Sage's Knowledge {2}{U}

Sorcery
Return target sorcery card from your graveyard to your hand.
"Those who know do not talk. Those who talk do not know."
—Lao Tzu, Tao Te Ching
(trans. Feng and English)
  • Portal Three Kingdoms
Sage's Reverie

Sage's Reverie {3}{W}

Enchantment - Aura
Enchant creature
When Sage's Reverie enters the battlefield, draw a card for each Aura you control that's attached to a creature.
Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
Sage's Row Denizen

Sage's Row Denizen {2}{U}

Creature - Vedalken Wizard
Whenever another blue creature enters the battlefield under your control, target player mills two cards.
"Forget what you have learned from other teachers. I bring you the truth."
2/3
Sage's Row Savant

Sage's Row Savant {1}{U}

Creature - Vedalken Wizard
When Sage's Row Savant enters the battlefield, scry 2.
The streets of Ravnica are full of former guild members now using their institutional skills for personal gain.
2/1
Sage-Eye Avengers

Sage-Eye Avengers {4}{U}{U}

Creature - Djinn Monk
Prowess
Whenever Sage-Eye Avengers attacks, you may return target creature to its owner's hand if its power is less than Sage-Eye Avengers's power.
4/5