28064 cards found
Sungrass Egg

Sungrass Egg {1}

Artifact
{2}, {T}, Sacrifice Sungrass Egg: Add {G}{W}. Draw a card.
"Has your peaceful nature led you on a crusade?"
—Watnik, master glassblower
  • Odyssey
Sungrass Prairie

Sungrass Prairie

Land
{1}, {T}: Add {G}{W}.
Sometimes, just for a moment, the wind is moving gently through the trees, the brahmin are grazing beneath a blue sky, and everything is at peace.
Sunhome Guildmage

Sunhome Guildmage {R}{W}

Creature - Human Wizard
{1}{R}{W}: Creatures you control get +1/+0 until end of turn.
{2}{R}{W}: Create a 1/1 red and white Soldier creature token with haste.
2/2
Sunhome, Fortress of the Legion

Sunhome, Fortress of the Legion

Land
{T}: Add {C}.
{2}{R}{W}, {T}: Target creature gains double strike until end of turn.
Sunhome—the stalwart shield, the towering sentinel, the seat of justice.
Sunimret

Sunimret {4}{B}{B}

Sorcery
Reverse miracle {B} (If this card is on the bottom of your library as you begin searching it, you may cast it by paying its reverse miracle cost.)
Exile all creatures.
Sunken Citadel

Sunken Citadel

Land - Cave
Sunken Citadel enters the battlefield tapped. As it enters, choose a color.
{T}: Add one mana of the chosen color.
{T}: Add two mana of the chosen color. Spend this mana only to activate abilities of land sources.
  • The Lost Caverns of Ixalan Promos 285p 285s
  • The Lost Caverns of Ixalan 285 392
Sunken City

Sunken City {U}{U}

Enchantment
At the beginning of your upkeep, sacrifice Sunken City unless you pay {U}{U}.
Blue creatures get +1/+1.
Sunken Field

Sunken Field {1}{U}

Enchantment - Aura
Enchant land
Enchanted land has "{T}: Counter target spell unless its controller pays {1}."
The land is heavy with promise, the harvest ripe with betrayal.
  • Prophecy
Sunken Hollow

Sunken Hollow

Land - Island Swamp
({T}: Add {U} or {B}.)
Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.
On the continent of Tazeem, rushing waters plunge through narrow canyons into mist-cloaked lakes.
Sunken Hope

Sunken Hope {3}{U}{U}

Enchantment
At the beginning of each player's upkeep, that player returns a creature they control to its owner's hand.
"I don't concern myself with my enemy's hopes. Hopes follow the tides. They will retreat soon enough."
—Ambassador Laquatus
Sunken Ruins

Sunken Ruins

Land
{T}: Add {C}.
{U/B}, {T}: Add {U}{U}, {U}{B}, or {B}{B}.
Without the care of the tideshapers, the Lanes lie neglected. Some have flooded entire towns; others dried to cracked mud.
Sunlance

Sunlance {W}

Sorcery
Sunlance deals 3 damage to target nonwhite creature.
"It's easy for the innocent to speak of justice. They seldom feel its terrible power."
—Orim, Samite inquisitor
Related card: Strafe
Sunlit Hoplite

Sunlit Hoplite {1}{W}

Creature - Human Soldier
As long as it's your turn, Sunlit Hoplite has first strike.
Sunlit Hoplite gets +1/+0 as long as you control an Elspeth planeswalker.
"Even in her absence, the light Elspeth kindled in our hearts never faltered."
2/1
Related card: Elspeth, Undaunted Hero
  • Theros Beyond Death
Sunlit Marsh

Sunlit Marsh

Land - Plains Swamp
({T}: Add {W} or {B}.)
Sunlit Marsh enters the battlefield tapped.
Even the poisoned land around the Stronghold blossomed with new life in the wake of the Great Mending.
  • Dominaria United
Sunmane Pegasus

Sunmane Pegasus {3}{W}

Creature - Pegasus
Flying
{1}{W}: Sunmane Pegasus gains vigilance and lifelink until end of turn.
Chosen by Heliod, Daxos approached the pegasus without fear, and rode it without saddle or reins.
2/3
  • Theros Beyond Death
Sunpetal Grove

Sunpetal Grove

Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
To the Sun Empire, any place where daylight brightens the jungle floor is sacred ground.
Sunrise Cavalier

Sunrise Cavalier {1}{R}{W}

Creature - Human Knight
Trample, haste
If it's neither day nor night, it becomes day as Sunrise Cavalier enters the battlefield.
Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.
"Like us, the morning fights for survival."
3/3
Sunrise Seeker

Sunrise Seeker {4}{W}

Creature - Human Scout
Vigilance
When Sunrise Seeker enters the battlefield, it explores.
3/3
Sunrise Sovereign

Sunrise Sovereign {5}{R}

Creature - Giant Warrior
Other Giant creatures you control get +2/+2 and have trample.
A hundred generations has he mentored, a hundred armies has he crushed beneath his feet, yet only a hundred words has he ever spoken, each more revered than a hundred books.
5/5
Sunscape Apprentice

Sunscape Apprentice {W}

Creature - Human Wizard
{G}, {T}: Target creature gets +1/+1 until end of turn.
{U}, {T}: Put target creature you control on top of its owner's library.
1/1
  • Invasion
Sunscape Battlemage

Sunscape Battlemage {2}{W}

Creature - Human Wizard
Kicker {1}{G} and/or {2}{U}
When Sunscape Battlemage enters the battlefield, if it was kicked with its {1}{G} kicker, destroy target creature with flying.
When Sunscape Battlemage enters the battlefield, if it was kicked with its {2}{U} kicker, draw two cards.
2/2
Sunscape Familiar

Sunscape Familiar {1}{W}

Creature - Wall
Defender
Green spells and blue spells you cast cost {1} less to cast.
The spirits of fallen battlemages can serve their guilds as familiars by joining with any physical form.
0/3
  • Planeshift
Sunscape Master

Sunscape Master {2}{W}{W}

Creature - Human Wizard
{G}{G}, {T}: Creatures you control get +2/+2 until end of turn.
{U}{U}, {T}: Return target creature to its owner's hand.
2/2
  • Invasion
Sunscorch Regent

Sunscorch Regent {3}{W}{W}

Creature - Dragon
Flying
Whenever an opponent casts a spell, put a +1/+1 counter on Sunscorch Regent and you gain 1 life.
"We trust in the scalelords, bringers of justice that none can escape."
—Urdnan, Dromoka warrior
4/3
Sunscorched Desert

Sunscorched Desert

Land - Desert
When Sunscorched Desert enters the battlefield, it deals 1 damage to target player or planeswalker.
{T}: Add {C}.
The only relief in sight is a mirage.