3772 cards found
Silencing Curse

Silencing Curse {1}{U}

Instant
Mill three cards, then counter target spell unless its controller pays {X}, where X is the greatest mana value among cards milled this way.
  • Khaliz-Dorahn
Silent Credits

Silent Credits {1}{W}

Instant
You gain hexproof until end of turn.
Prevent all damage that would be dealt to you this turn.
Some acts speak for themselves.
  • The Stage Presents: The Neverending Act
Silent Hypnotist

Silent Hypnotist {W}{U}

Creature - Tapir Wizard
As Silent Hypnotist enters, choose a noncreature card name.
Spells with the chosen name can't be cast.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
When it locks eyes with an enemy, it will use a mix of psi moves such as Hypnosis and Confusion.
2/2
Silkweaver Matron

Silkweaver Matron {1}{W}

Creature - Human Aurashaper
When Silkweaver Matron enters, create a white Aura enchantment token named Spinning Silk attached to target creature. The token has enchant creature and “Whenever enchanted creature attacks, tap target creature defending player controls.”
{1}{W}: Untap target enchanted creature.
1/3
Silt Conduit

Silt Conduit {2}

Artifact Creature - Golem
{T}: Add {C}.
“Hard to imagine,” mused Sannah, leaning against the golem, “such an ugly rock inspiring such greed.”
1/1
  • Al Tabaq
Silt Lurker

Silt Lurker {1}{G}

Creature - Merfolk Horror Scout
Whenever Silt Lurker deals combat damage to a player, mill three cards, then draw a card if seven or more cards are in your graveyard.
Cycling {G} ({G}, Discard this card: Draw a card.)
3/2
  • Elmare: Into the Abyss
Silt Miner

Silt Miner {2}

Artifact Creature - Fish
When Silt Miner enters, you may salvage an artifact or creature card. (Exile one from your graveyard until this creature leaves the battlefield. Whenever this creature deals combat damage to a player, put a card it salvaged into your hand.)
2/1
  • Elmare: Into the Abyss
Siltbottom Conductor

Siltbottom Conductor {1}{U}

Creature - Whale Wizard
{T}: Untap another target nonland permanent. Activate only as a sorcery.
2/1
Card has other part: Encore!
  • Adventurers of Onora
Siltbottom Expedition

Siltbottom Expedition {1}{U}

Enchantment - Quest
(Add a quest counter as this enters. Sacrifice after 3.)
Whenever you cast your first spell outside your main phase each turn, add a quest counter.
1, 2 — Draw cards equal to the number of quest counters on Siltbottom Expedition, then discard that many cards.
3 — Put up to two target instant or sorcery cards from your graveyard on top of your library in any order, then draw a card.
  • Adventurers of Onora
Siltbottom Freebooters

Siltbottom Freebooters {1}{B}

Creature - Mouse Pirate
Whenever Siltbottom Freebooters attacks, target Pirate gains menace until end of turn.
Siltbottom's chain of larceny is never-ending.
2/2
  • Adventurers of Onora
Silthway Scuttler

Silthway Scuttler {B/G}{B/G}

Creature - Insect
{2}{B/G}: Return Silthway Scuttler from your graveyard to your hand.
{2}{B/G}, Exile Silthway Scuttler from your graveyard: Put two +1/+1 counters on target creature.
2/2
  • Kahembo: Olde Dawn
Silver Gardener
Garden Cherub

Silver Gardener {G/W}{G/W}

Creature - Human Shaman
When Silver Gardener enters, create a 1/1 green Saproling creature token.
Unveil {2}{G}{W} ({2}{G}{W}: Transform this. Unveil only as a sorcery.)
1/1
Card has other part: Garden Cherub
  • Feanav: The Apothecary's Progress
Silver-Dawn Elder

Silver-Dawn Elder {1}{G}

Creature - Elf Warrior
Silver-Dawn Elder gets +2/+2 as long as you control five or more lands.
Revive—{2}{G}{G}, Discard a card. ({2}{G}{G}, Discard a card, Exile this card from your graveyard: Create a token that's a copy of this card, except it has no mana cost. Activate this ability only any time you could cast a sorcery.)
3/2
  • Beyond Our Ken
Silver-Dawn Radiant

Silver-Dawn Radiant {1}{R}

Creature - Human Warrior
Menace
Whenever Silver-Dawn Radiant becomes the target of a spell or ability you don't control, it deals damage equal to its power to that spell or ability's controller.
3/1
  • Beyond Our Ken
Silverblood Aspirant

Silverblood Aspirant {1}{U}

Creature - Human Noble
Whenever you draw a card, Silverblood Aspirant gets +1/+1 until end of turn.
{1}{R}, Discard a card: Draw a card.
In Fretport, the difference in influence between a merchant and a noble is negligible, but to some it still chaffs.
1/1
  • Plagues of Fretport
Silvercrest Vanguard

Silvercrest Vanguard {U}{U}

Creature - Human Wizard Knight
When Silvercrest Vanguard enters, scry 1, then draw a card.
Whenever you draw your second card each turn, put a +1/+1 counter on Silvercrest Vanguard.
“Knowledge is my power.”
0/1
  • Seasons of War
Simple Fatereader

Simple Fatereader {1}{U}

Creature - Reflection Wizard
As long as you are glorious, you may look at the top card of your library. (You are glorious as long as you have a glory counter.)
“I'm seeing something blue... does the letter I mean anything to you?”
2/1
  • Ophorio
Sin Broker

Sin Broker {1}{B}

Creature - Zombie Cleric
Whenever you pay a tithe, you may pay {2}. If you do, each opponent loses 3 life and you gain 3 life.
“New Alores is a city of indulgence. Parades in the streets, fools held as royalty. It's the elder-clergy's duty to remind them who their sovereign is.”
0/4
  • Eralou
Sinful Burial
Pious Judgment

Sinful Burial {1}{B}

Sorcery
Target player sacrifices a creature.
Fabled {2}{B} (Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that player.)
“They killed the heretic and threw away the body, hoping to avert her wrath . . .”
—Hemley Eggfeather
Card has other part: Pious Judgment
  • Glacia: Hail to the Queen
Single-Minded Mob

Single-Minded Mob {1}{R}

Creature - Human Citizen
Whenever Single-Minded Mob becomes untapped, it gets +2/+2 until end of turn.
Unity of purpose. Unity of belief. Unity of thought. They do not seek to destroy. They seek to grow.
2/1
  • Beyond Our Ken
Singularity's Grasp

Singularity's Grasp {X}{B}{G}

Sorcery
Each creature gets -X/-X until end of turn. Destroy each artifact and enchantment with mana value X or less.
Sinister Charm

Sinister Charm {1}{B}

Instant
Choose one —
• Target creature gets +1/+1 and gains lifelink until end of turn.
• Target creature gets -2/-2 until end of turn.
• Scry 1, then draw a card.
Sinister Heir

Sinister Heir {1}{B}

Creature - Human Noble
Whenever a storied permanent you control enters, each opponent loses 1 life and you gain 1 life. (Enchantments and legendary permanents are storied.)
{2}{B}{B}, Sacrifice Sinister Heir: Return target storied card from your graveyard to the battlefield.
2/1
  • Storytime
Sinister Pact

Sinister Pact {B}{B}

Sorcery
Pay any amount of life. Look at twice that many cards from the top of your library and put one into your hand. Exile the rest.
“It shall be done. And now pay.”
  • Pyramids of Atuum
Sinister Saber

Sinister Saber {2}

Artifact - Equipment
Equipped creature gets +1/+0 and has menace.
Equip {2}
“It, uh... it looked so much smaller in the scabbard.”
  • Surging Tide