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Sunscape Apprentice Creature
Creature — Human Wizard 1/1
%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.
Sunscape Battlemage Creature
Zendikar Rising - Kaldheim
3 versions
Creature — Human Wizard 2/2
Kicker %1%G and/or %2%U (You may pay an additional %1%G and/or %2%U as you cast this spell.)
When this creature enters, if it was kicked with its %1%G kicker, destroy target creature with flying.
When this creature enters, if it was kicked with its %2%U kicker, draw two cards.
Sunscape Familiar Creature
2 versions
Creature — Wall 0/3
Defender
Green spells and blue spells you cast cost %1 less to cast.
Sunscape Master Creature
Creature — Human Wizard 2/2
%G%G, %T: Creatures you control get +2/+2 until end of turn.
%U%U, %T: Return target creature to its owner's hand.
Sunscorch Regent Creature
[FFX]
9 versions
Creature — Dragon 4/3
Flying
Whenever an opponent casts a spell, put a +1/+1 counter on this creature and you gain 1 life.
Sunscour Sorcery
Sorcery
You may exile two white cards from your hand rather than pay this spell's mana cost.
Destroy all creatures.
Sunscourge Champion Creature
2 versions
Creature — Human Wizard 2/3
When this creature enters, you gain life equal to its power.
Eternalize — %2%W%W, Discard a card.
Sunseed Nurturer Creature
Creature — Human Druid Wizard 1/1
At the beginning of your end step, if you control a creature with power 5 or greater, you may gain 2 life.
%T: Add %C.
Sunset Revelry Sorcery
3 versions
Sorcery
If an opponent has more life than you, you gain 4 life.
If an opponent controls more creatures than you, create two 1/1 white Human creature tokens.
If an opponent has more cards in hand than you, draw a card.
Sunspear Shikari Creature
Armed
5 versions
Creature — Cat Soldier 2/2
As long as this creature is equipped, it has first strike and lifelink.
Sunspire Gatekeepers Creature
Creature — Human Soldier 2/4
When this creature enters, if you control two or more Gates, create a 2/2 white Knight creature token with vigilance.
Sunspire Griffin Creature
Creature — Griffin 2/3
Flying
Sunspring Expedition Enchantment
Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: You gain 8 life.
Sunstar Chaplain Creature
4 versions
Creature — Human Cleric 3/2
At the beginning of your end step, if you control two or more tapped creatures, put a +1/+1 counter on target creature you control.
%2, Remove a +1/+1 counter from a creature you control: Tap target artifact or creature.
Sunstar Expansionist Creature
Creature — Human Knight 2/3
When this creature enters, if an opponent controls more lands than you, create a Lander token.
Landfall — Whenever a land you control enters, this creature gets +1/+0 until end of turn.
Sunstar Lightsmith Creature
Creature — Human Artificer 3/3
Whenever you cast your second spell each turn, put a +1/+1 counter on this creature and draw a card.
Sunstrike Legionnaire Creature
Creature — Human Soldier 1/2
This creature doesn't untap during your untap step.
Whenever another creature enters, untap this creature.
%T: Tap target creature with mana value 3 or less.
Suntail Hawk Creature
6 versions
Creature — Bird 1/1
Flying
Suntail Squadron Instant
Alchemy: Innistrad
Instant
Conjure a card named Suntail Hawk into your hand. If you have fewer than 7 cards in hand, repeat this process.
Sunweb Creature
4 versions
Creature — Wall 5/6
Defender
Flying
This creature can't block creatures with power 2 or less.
Super Villain Lockup Enchantment
Enchantment
Flash
When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield.
Supernatural Rescue Enchantment
2 versions
Enchantment — Aura
This spell has flash as long as you control a Spirit.
When you cast this spell, tap up to two target creatures you don't control.
Enchant creature you control
Enchanted creature gets +1/+2.
Super-Soldier Serum Enchantment
2 versions
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types.
Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it.
Supply Caravan Creature
2 versions
Creature — Camel 3/5
When this creature enters, if you control a tapped creature, create a 1/1 white Warrior creature token with vigilance.
Supply Runners Creature
3 versions
Creature — Dog 2/2
When this creature enters, put a +1/+1 counter on each other creature you control.
Supply-Line Cranes Creature
Creature — Bird 2/4
Flying
When this creature enters, put a +1/+1 counter on target creature.
Suppression Bonds Enchantment
2 versions
Enchantment — Aura
Enchant nonland permanent
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
Suppression Field Enchantment
Enchantment
Activated abilities cost %2 more to activate unless they're mana abilities.
Surge of Righteousness Instant
Instant
Destroy target black or red creature that's attacking or blocking. You gain 2 life.
Surge of Salvation Instant
2 versions
Instant
You and permanents you control gain hexproof until end of turn. Prevent all damage that black and/or red sources would deal to creatures you control this turn.
38021 cards found
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