28801 cards found
Stromgald Crusader

Stromgald Crusader {B}{B}

Creature - Zombie Knight
Protection from white
{B}: Stromgald Crusader gains flying until end of turn.
{B}{B}: Stromgald Crusader gets +1/+0 until end of turn.
"The White-Shielders think their code justifies their actions. In truth it only binds their hands."
2/1
  • Coldsnap
Stromgald Spy

Stromgald Spy {3}{B}

Creature - Human Rogue
Whenever Stromgald Spy attacks and isn't blocked, you may have defending player play with their hand revealed for as long as Stromgald Spy remains on the battlefield. If you do, Stromgald Spy assigns no combat damage this turn.
2/4
  • Alliances
Stromkirk Bloodthief

Stromkirk Bloodthief {2}{B}

Creature - Vampire Rogue
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
With House Voldaren ascendant, some members of the Stromkirk line took it upon themselves to "borrow" from the blood tithes.
2/2
Related card: Ominous Traveler
Stromkirk Captain

Stromkirk Captain {1}{B}{R}

Creature - Vampire Soldier
First strike
Other Vampire creatures you control get +1/+1 and have first strike.
"No longer can we allow our human populations to be mindlessly slaughtered by ghouls. Slay all who trespass."
—Runo Stromkirk
2/2
Stromkirk Condemned

Stromkirk Condemned {B}{B}

Creature - Vampire Horror
Discard a card: Vampires you control get +1/+1 until end of turn. Activate only once each turn.
"Blood from the vein is the finest vintage to accompany a feast of the mind."
—Runo Stromkirk
2/2
Stromkirk Mentor

Stromkirk Mentor {3}{B}

Creature - Vampire Soldier
When Stromkirk Mentor enters the battlefield, put a +1/+1 counter on another target Vampire you control.
The lineage of Runo Stromkirk is known for producing some of Nephalia's greatest fencing masters.
4/2
  • Shadows over Innistrad
Stromkirk Noble

Stromkirk Noble {R}

Creature - Vampire Noble
Stromkirk Noble can't be blocked by Humans.
Whenever Stromkirk Noble deals combat damage to a player, put a +1/+1 counter on it.
"A responsible king walks among his subjects."
1/1
  • Innistrad
Stromkirk Occultist

Stromkirk Occultist {2}{R}

Creature - Vampire Horror
Trample
Whenever Stromkirk Occultist deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.
Madness {1}{R}
3/2
Stromkirk Patrol

Stromkirk Patrol {4}{B}

Creature - Vampire Soldier
Whenever Stromkirk Patrol deals combat damage to a player, put a +1/+1 counter on it.
"You'd best move along, human. Our palates are far less discerning than our master's."
4/3
Strong Back

Strong Back {2}{G}

Enchantment - Aura
Enchant creature
Equip abilities you activate that target enchanted creature cost {3} less to activate.
Aura spells you cast that target enchanted creature cost {3} less to cast.
Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
Strong, the Brutish Thespian

Strong, the Brutish Thespian {4}{G}{G}

Legendary Creature - Mutant Berserker
Ward {2}
Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong.
You gain life rather than lose life from radiation.
"Strong learn secret to human power from Mack Beth."
7/7
Strongarm Monk

Strongarm Monk {4}{W}

Creature - Human Monk
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn.
"His companions are wise to follow him, for his foes dare not stand in his way."
—Zhiada, Dirgur protector
3/3
  • Dragons of Tarkir
Strongarm Tactics

Strongarm Tactics {1}{B}

Sorcery
Each player discards a card. Then each player who didn't discard a creature card this way loses 4 life.
"If you can't pay your gambling debts, you just might be tomorrow's main attraction at the Grand Coliseum."
  • Onslaught
Strongarm Thug

Strongarm Thug {2}{B}

Creature - Human Mercenary
When Strongarm Thug enters the battlefield, you may return target Mercenary card from your graveyard to your hand.
"No, I insist—let me carry all that heavy jewelry."
1/1
  • Mercadian Masques
Stronghold Arena

Stronghold Arena {1}{B}

Enchantment
Kicker {G} and/or {W}
When Stronghold Arena enters the battlefield, you gain 3 life for each time it was kicked.
Whenever one or more creatures you control deal combat damage to a player, you may reveal the top card of your library and put it into your hand. If you do, you lose life equal to its mana value.
Stronghold Assassin

Stronghold Assassin {1}{B}{B}

Creature - Phyrexian Zombie Assassin
{T}, Sacrifice a creature: Destroy target nonblack creature.
The assassin sees only throats and hears only heartbeats.
2/1
Stronghold Biologist

Stronghold Biologist {2}{U}

Creature - Human Spellshaper
{U}{U}, {T}, Discard a card: Counter target creature spell.
He twists the laws of nature until they scream.
1/1
  • Nemesis
Stronghold Confessor

Stronghold Confessor {B}

Creature - Human Cleric
Kicker {3}
Menace
If Stronghold Confessor was kicked, it enters the battlefield with two +1/+1 counters on it.
1/1
  • Dominaria
Stronghold Discipline

Stronghold Discipline {2}{B}{B}

Sorcery
Each player loses 1 life for each creature they control.
In Urborg, the instigators of each new rebellion are soaked in the blood of the last.
Stronghold Furnace

Stronghold Furnace

Plane - Rath
If a source would deal damage to a permanent or player, it deals double that damage instead.
Whenever chaos ensues, Stronghold Furnace deals 1 damage to any target.
Stronghold Gambit

Stronghold Gambit {1}{R}

Sorcery
Each player chooses a card in their hand. Then each player reveals their chosen card. The owner of each creature card revealed this way with the lowest mana value puts it onto the battlefield.
  • Nemesis
Stronghold Machinist

Stronghold Machinist {2}{U}

Creature - Human Spellshaper
{U}{U}, {T}, Discard a card: Counter target noncreature spell.
She stretches the laws of physics until they snap.
1/1
  • Nemesis
Stronghold Overseer

Stronghold Overseer {3}{B}{B}{B}

Creature - Demon
Flying
Shadow
{B}{B}: Creatures with shadow get +1/+0 until end of turn and creatures without shadow get -1/-0 until end of turn.
5/5
  • Time Spiral
Stronghold Rats

Stronghold Rats {2}{B}

Creature - Rat
Shadow
Whenever Stronghold Rats deals combat damage to a player, each player discards a card.
In the stronghold's dungeons, the shadows hide in the vermin.
2/1
Stronghold Taskmaster

Stronghold Taskmaster {2}{B}{B}

Creature - Giant Minion
Other black creatures get -1/-1.
"With the completion of each joyous task, we are closer to Yawgmoth's divine vision."
—Stronghold architect, journal
4/3
  • Stronghold