Equipped creature gets +2/+0 and can't be blocked. Whenever a Rogue you control attacks, you may pay {1}. If you do, attach Saber of Defiled Rites to it. Equip {5}
({T}: Add {W}.) Sacred Sanctuary enters the battlefield tapped with two sanctum counters on it. {T}, Remove a sanctum counter from Sacred Sanctuary: Add {G} or {U}.
Sacred Summits enters the battlefield tapped. {T}: Add one mana of any color among the color identity of legendary creatures and planeswalkers you control or legendary cards in your command zone.
Sage's Ashes enters the battlefield tapped. {T}, Sacrifice Sage's Ashes: Put target card from a graveyard on top of its owner's library. {3}, Exile Sage's Ashes from your graveyard: Draw a card.
“Remnants of the time before the Calamity, constructs guarded the Qalami people from danger. With the people gone, all they guard is their ruins.” —The Great Calamity: A History
Haste Sandstorm Sentinel enters the battlefield with X +1/+1 counters on it, where X is your fealty to Deserts. (Each Desert you control counts toward your fealty to Deserts.) Mirage {1}{R}(You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)
({T}: Add {G}.) Savage Sanctuary enters the battlefield tapped with two sanctum counters on it. {T}, Remove a sanctum counter from Savage Sanctuary: Add {R} or {W}.
Creature spells you cast cost {2} less to cast. Whenever a creature enters the battlefield under your control, if it doesn't have vanishing, put four time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from that permanent. When the last is removed, sacrifice it.)
Equipped creature gets +1/+1. Equipped creature has “When this creature dies, if it's not a token, create a token that's a copy of it except it's a colorless Spirit Dragon with flying in addition to its other abilities.” Equip {2}
When Scanning Module enters the battlefield, crystallize. (Put a +1/+1 counter on a creature you control or create a Treasure.) Equipped creature gets +1/+1. Equip {1}
Scavenger Holdout enters the battlefield tapped. When Scavenger Holdout enters the battlefield, you may pay {3}. If you do, create two 1/1 green Scout creature tokens. {T}: Add {C}.
{3}, {T}: Draw a card. Crew 3 (Tap any number of creatures you control with total power 3 or greater: This Vehicle becomes an artifact creature until end of turn.)
Crew 1 (Tap any number of creatures you control with total power 1 or greater: This Vehicle becomes an artifact creature until end of turn.) Whenever Scavengermobile deals combat damage to a player, choose land or nonland, then rediscover a card of that kind. (Look at the top card of your library. You may reveal it and put it into your hand if it's a card of the chosen type. Otherwise, put it back or into your graveyard.)
When Scintillating Tome enters the battlefield, choose a nonbasic card name. {T}: Scry 1, then you may reveal the top card of your library. If a card with the chosen name is revealed this way, put it into your hand.