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Sea's Claim Enchantment
2 versions
Enchantment — Aura
Enchant land
Enchanted land is an Island.
Seascape Aerialist Creature
Creature — Merfolk Wizard Ally 2/3
Whenever this creature or another Ally you control enters, you may have Ally creatures you control gain flying until end of turn.
Seasinger Creature
3 versions
Creature — Merfolk 0/1
When you control no Islands, sacrifice this creature.
You may choose not to untap this creature during your untap step.
%T: Gain control of target creature whose controller controls an Island for as long as you control this creature and this creature remains tapped.
Season of Weaving Sorcery
4 versions
Sorcery
Choose up to five [paw] worth of modes. You may choose the same mode more than once.
[paw] — Draw a card.
[paw][paw] — Choose an artifact or creature you control. Create a token that's a copy of it.
[paw][paw][paw] — Return each nonland, nontoken permanent to its owner's hand.
Seasoned Buttoneer Creature
2 versions
Creature — Vedalken Employee 2/2
When Seasoned Buttoneer enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
Seasoned Cryomancer Creature
5 versions
Creature — Human Wizard 2/2
When this creature enters, draw two cards, then discard two cards. When you discard one or more nonland cards this way, tap up to that many target creatures and put a stun counter on each of them.
%3%U%U, Exile this card from your graveyard: Draw two cards.
Second Chance Enchantment
Enchantment
At the beginning of your upkeep, if you have 5 or less life, sacrifice this enchantment and take an extra turn after this one.
Second Guess Instant
Instant
Counter target spell that's the second spell cast this turn.
Second Sight Instant
Instant
Choose one —
• Look at the top five cards of target opponent's library, then put them back in any order.
• Look at the top five cards of your library, then put them back in any order.
Entwine %U
Second Wind Enchantment
Enchantment — Aura
Enchant creature
%T: Tap enchanted creature.
%T: Untap enchanted creature.
Secret Door Artifact Creature
Artifact Creature — Wall 0/4
Defender
%4%U: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Secret Identity Instant
2 versions
Instant
Choose one —
• Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof.
• Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Secret Invasion Enchantment
2 versions
Enchantment — Aura
Enchant creature you control
When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield.
Enchanted creature has ward %2.
Secret of Bloodbending Sorcery
3 versions
Sorcery — Lesson
As an additional cost to cast this spell, you may waterbend %10.
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending.
Secretkeeper Creature
Creature — Spirit 2/2
As long as you have more cards in hand than each opponent, this creature gets +2/+2 and has flying.
Secrets of the Dead Enchantment
3 versions
Enchantment
Whenever you cast a spell from your graveyard, draw a card.
Secrets of the Golden City Sorcery
2 versions
Sorcery
Ascend
Draw two cards. If you have the city's blessing, draw three cards instead.
Secrets of the Key Instant
2 versions
Instant
Investigate. If this spell was cast from a graveyard, investigate twice instead.
Flashback %3%U
Security Bypass Enchantment
Enchantment — Aura
Enchant creature
As long as enchanted creature is attacking alone, it can't be blocked.
Enchanted creature has "Whenever this creature deals combat damage to a player, it connives."
See Beyond Sorcery
3 versions
Sorcery
Draw two cards, then shuffle a card from your hand into your library.
See Double Instant
5 versions
Instant
This spell can't be copied.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
See the Truth Sorcery
4 versions
Sorcery
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. If this spell was cast from anywhere other than your hand, put each of those cards into your hand instead.
Seek New Knowledge Instant
Instant
Seek two nonland cards, then put a card from your hand on the bottom of your library.
Seeker of Insight Creature
2 versions
Creature — Human Wizard 1/3
%T: Draw a card, then discard a card. Activate only if you've cast a noncreature spell this turn.
Seer of the Last Tomorrow Creature
2 versions
Creature — Snake Cleric 1/4
%U, %T, Discard a card: Target player mills three cards.
Segovian Leviathan Creature
5 versions
Creature — Leviathan 3/3
Islandwalk
Seize the Secrets Sorcery
Story Spotlight
Sorcery
This spell costs %1 less to cast if you've committed a crime this turn.
Draw two cards.
Sejiri Merfolk Creature
2 versions
Creature — Merfolk Soldier 2/1
As long as you control a Plains, this creature has first strike and lifelink.
Select for Inspection Instant
2 versions
Instant
Return target tapped creature to its owner's hand. Scry 1.
Selective Memory Sorcery
Sorcery
Search your library for any number of nonland cards, exile them, then shuffle.
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