23665 cards found
Steel of the Godhead

Steel of the Godhead {2}{W/U}

Enchantment - Aura
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink.
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Steelbane Hydra

Steelbane Hydra {X}{G}{G}

Creature - Turtle Hydra
Steelbane Hydra enters the battlefield with X +1/+1 counters on it.
{2}{G}, Remove a +1/+1 counter from Steelbane Hydra: Destroy target artifact or enchantment.
Many an ancient treasure has been reduced to jagged caltrops by its snapping jaws.
0/0
Steelclad Serpent

Steelclad Serpent {5}{U}

Artifact Creature - Serpent
Steelclad Serpent can't attack unless you control another artifact.
"From the highest towers to the deepest sea, all life must be touched by etherium."
—Lodus of the Ethersworn
4/5
  • Shards of Alara
Steelclad Spirit

Steelclad Spirit {1}{U}

Creature - Spirit
Defender
Whenever an enchantment enters the battlefield under your control, Steelclad Spirit can attack this turn as though it didn't have defender.
Some geists imitate the lives they left behind. Others follow the dreams they never realized.
3/3
Related card: Ominous Traveler
Steelclaw Lance

Steelclaw Lance {B}{R}

Artifact - Equipment
Equipped creature gets +2/+2.
Equip Knight {1}
Equip {3}
"A traditional lance is fine for the Burning Yard, but in the wilds you need a nastier bite."
—Kenver, Embereth weaponsmith
Related card: Outfitted Jouster
  • Throne of Eldraine
Steelform Sliver

Steelform Sliver {2}{W}

Creature - Sliver
Sliver creatures you control get +0/+1.
"Though the slivers may sometimes resemble us, they are not human. Anyone who fights them must remember this."
—Sarlena, paladin of the Northern Verge
2/2
Steelgaze Griffin

Steelgaze Griffin {4}{U}

Creature - Griffin
Flying
Whenever you draw your second card each turn, Steelgaze Griffin gets +2/+0 until end of turn.
"If we didn't guard our secrets, they wouldn't remain secrets for long."
—Gadwick, the Wizened
2/4
Steeling Stance

Steeling Stance {1}{W}{W}

Instant
Creatures you control get +1/+1 until end of turn.
Forecast — {W}, Reveal Steeling Stance from your hand: Target creature gets +1/+1 until end of turn.
  • Dissension
Steelshaper Apprentice

Steelshaper Apprentice {2}{W}{W}

Creature - Human Soldier
{W}, {T}, Return Steelshaper Apprentice to its owner's hand: Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
Theirs is a craft brought about by necessity, now raised to the level of art.
1/3
  • Darksteel
Steelshaper's Gift

Steelshaper's Gift {W}

Sorcery
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
Some blades seek their own wielders.
Steely Resolve

Steely Resolve {1}{G}

Enchantment
As Steely Resolve enters the battlefield, choose a creature type.
Creatures of the chosen type have shroud.
No one in Wirewood understands what is happening. They just know it's unnatural—and coming from Krosa.
  • Onslaught
Steeple Creeper

Steeple Creeper {2}{G}

Creature - Frog Snake
{3}{U}: Steeple Creeper gains flying until end of turn.
"If the Fin Clade cannot produce a reliable venomous krasis, mobile in both air and water, then the Guardian Project will absorb its resources."
—Vannifar
4/2
Steeple Roc

Steeple Roc {4}{W}

Creature - Bird
Flying, first strike
"Sometimes it forgets to loosen its grip before taking flight. I lost my roof that way."
—Ecaban, Boros scout
3/1
  • Dragon's Maze
Steer Clear

Steer Clear {W}

Instant
Steer Clear deals 2 damage to target attacking or blocking creature. Steer Clear deals 4 damage to that creature instead if you controlled a Mount as you cast this spell.
"Just because you can saddle a critter, doesn't mean it'll let you ride."
—Annie Flash
  • Outlaws of Thunder Junction
Stench of Decay

Stench of Decay {1}{B}{B}

Instant
Nonartifact creatures get -1/-1 until end of turn.
"Disa is dead, and I am left. I shall allow no others to succumb to this pestilence."
—Kolbjörn, High Honored Druid
  • Alliances 61a 61b
Stench of Evil

Stench of Evil {2}{B}{B}

Sorcery
Destroy all Plains. For each land destroyed this way, Stench of Evil deals 1 damage to that land's controller unless they pay {2}.
  • Ice Age
Stenchskipper

Stenchskipper {3}{B}

Creature - Elemental
Flying
At the beginning of the end step, if you control no Goblins, sacrifice Stenchskipper.
"Many believe it to be the manifestation of all that is vile about the boggarts. I believe it should be avoided—from upwind, if possible."
—Cenn Deagan
6/5
  • Morningtide
Stenn, Paranoid Partisan

Stenn, Paranoid Partisan {W}{U}

Legendary Creature - Human Wizard
As Stenn, Paranoid Partisan enters the battlefield, choose a card type other than creature or land.
Spells you cast of the chosen type cost {1} less to cast.
{1}{W}{U}: Exile Stenn. Return it to the battlefield under its owner's control at the beginning of the next end step.
2/2
Stensia Banquet

Stensia Banquet {2}{R}

Sorcery
Stensia Banquet deals damage to target opponent or planeswalker equal to the number of Vampires you control.
Draw a card.
"We can't win a war on an empty stomach, can we?"
—Olivia Voldaren
  • Eldritch Moon
Stensia Bloodhall

Stensia Bloodhall

Land
{T}: Add {C}.
{3}{B}{R}, {T}: Stensia Bloodhall deals 2 damage to target player or planeswalker.
The revelry ends when the supply of fresh ingenues runs dry.
Stensia Innkeeper

Stensia Innkeeper {3}{R}

Creature - Vampire
When Stensia Innkeeper enters the battlefield, tap target land an opponent controls. That land doesn't untap during its controller's next untap step.
"The perils of the road, you say? Don't worry. You won't have to face those again."
3/3
  • Eldritch Moon
Stensia Masquerade

Stensia Masquerade {2}{R}

Enchantment
Attacking creatures you control have first strike.
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
Madness {2}{R}
Stensia Uprising

Stensia Uprising {2}{R}{R}

Enchantment
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice Stensia Uprising. When you do, it deals 7 damage to any target.
"Vampires have done nothing but take from us. Tonight, we reclaim what's ours!"
Step Between Worlds

Step Between Worlds {3}{U}{U}

Sorcery
Each player may shuffle their hand and graveyard into their library. Each player who does draws seven cards. Exile Step Between Worlds.
Plot {4}{U}{U}
  • Outlaws of Thunder Junction Promos 70p 70s
  • Outlaws of Thunder Junction 70 321
Steppe Glider

Steppe Glider {4}{W}

Creature - Elemental
Flying, vigilance
{1}{W}: Target creature with a +1/+1 counter on it gains flying and vigilance until end of turn.
It glides over the landscape. It also happens to be one.
2/4