2042 cards found
Suncatcher

Suncatcher {2}{R}

Creature - Merfolk Wizard
{W}: Target creature gains vigilance until end of turn.
There are those that believe the power of the Lotus is wasted on those “pitiful little nymphs,” but few who have dared to steal that power.
2/2
  • Novea
Sundial of the Infinite

Sundial of the Infinite {2}

Artifact
{1}, {T}: End the turn. Activate only during your turn.
It walks a journey of a thousand years, endlessly repeating, never stopping, yet going nowhere all the same.
  • Villains: The Musical
Sunfist Spirit

Sunfist Spirit {4}{W}{W}{W}

Creature - Nymph
Flying
As long as it's your turn, creatures you control get +3/+0 and have vigilance.
As long as it's not your turn, creatures you control get +0/+3 and have lifelink.
A light for a hopeless time.
4/4
  • Novea
Sunflower Fields

Sunflower Fields

Land
As Sunflower Fields enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.
{T}: Add {R}, {G}, or {W}.
Dark and hopeless times is when light shines the brightest.
  • Sparks of a Multiverse
Sunken Cavern

Sunken Cavern

Land
Sunken Cavern enters the battlefield tapped unless another player controls a land that could produce {U} or {R}.
{T}: Add {U} or {R}.
Water is a rarity on the surface, but the flooded underground hides the past.
  • Oirohpo
Sunken Outcast

Sunken Outcast {R}

Creature - Merfolk
Heretic (Whenever you cast a spell that doesn't share a color with this creature, it gets +1/+1 until end of turn.)
{1}{W}: You gain life equal to Sunken Outcast's power.
0/1
  • Novea
Sunken Slasher

Sunken Slasher {3}{R}

Creature - Merfolk Warrior
Primal {1}{W}{W} (During your turn, you may cast this spell for {1}{W}{W} instead of playing a land.)
Double strike
When Sunken Slasher enters the battlefield, if you didn't play a land this turn, put a +1/+1 counter on it.
2/2
  • Novea
Sunlight Dancer

Sunlight Dancer {W}

Creature - Nymph
Lifelink
When Sunlight Dancer enters the battlefield, target opponent gains 4 life.
Lotus in the day, sundancers play.
Falling in the night, sundancers' fright.
2/1
  • Novea
Sunlit Diver

Sunlit Diver {2}{R}

Creature - Merfolk
Haste
Heretic (Whenever you cast a spell that doesn't share a color with this creature, it gets +1/+1 until end of turn.)
3/1
  • Novea
Sunny Dunes

Sunny Dunes

Land
Sunny Dunes enters the battlefield tapped unless another player controls a land that could produce {R} or {W}.
{T}: Add {R} or {W}.
Storm blasted sand covers most of the surface, where light and the dead are scrounged.
  • Oirohpo
Sunrise Bluffs

Sunrise Bluffs

Land
Sunrise Bluffs enters the battlefield tapped.
{T}: Add {R}.
You may untap Sunrise Bluffs during each other player's untap step. Whenever you do, you lose 1 life.
  • High Noon
Sunrise Prairie

Sunrise Prairie

Land
Sunrise Prairie enters the battlefield tapped.
{T}: Add {W}.
You may untap Sunrise Prairie during each other player's untap step. Whenever you do, you lose 1 life.
  • High Noon
Sunrise River

Sunrise River

Land
Sunrise River enters the battlefield tapped.
{T}: Add {U}.
You may untap Sunrise River during each other player's untap step. Whenever you do, you lose 1 life.
  • High Noon
Sunrise Ruins

Sunrise Ruins

Land
Sunrise Ruins enters the battlefield tapped.
{T}: Add {B}.
You may untap Sunrise Ruins during each other player's untap step. Whenever you do, you lose 1 life.
  • High Noon
Sunrise Woods

Sunrise Woods

Land
Sunrise Woods enters the battlefield tapped.
{T}: Add {G}.
You may untap Sunrise Woods during each other player's untap step. Whenever you do, you lose 1 life.
  • High Noon
Sunset Cliffs Hunter

Sunset Cliffs Hunter {R}

Creature - Spirit Mercenary
Sunset Cliffs Hunter gets +1/+0 and has first strike as long as a player controls a permanent with a bounty counter on it.
“Don't let a little thing like death slow you down.”
—Creed, of Graygulch
1/1
  • High Noon
Sunset Cliffs Lawman

Sunset Cliffs Lawman {3}{R}

Creature - Human Mercenary
When Sunset Cliffs Lawman enters the battlefield, you may post a bounty on target creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
“Stand aside and lets settle this.”
3/3
  • High Noon
Sunset Cliffs Patron

Sunset Cliffs Patron {1}{B}

Creature - Human Rogue
When Sunset Cliffs Patron enters the battlefield, you may post a bounty on target creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
2/1
  • High Noon
Sunset Herald

Sunset Herald {4}{W}{W}

Creature - Dragon
Flash
Flying
When Sunset Herald enters the battlefield, if it was cast, return to the battlefield all creature cards from your graveyard that were put there from the battlefield this turn.
4/4
Sunstage

Sunstage

Land - Plains
({T}: Add {W}.)
Sunstage enters the battlefield tapped.
When Sunstage enters the battlefield, creatures you control get +0/+1 until end of turn.
Sunwing

Sunwing {W}

Creature - Harpy
Sunwing has flying as long as it's your turn.
The warmth of the new day inspires the nymphs to do what they could easily do alone.
1/2
  • Novea
Supreme Stampede

Supreme Stampede {2}{G}{G}

Sorcery
Creatures you control get +2/+2 and gain trample until end of turn. If you cast this spell from exile, creatures you control get an additional +2/+2 until end of turn.
Prophecy {2}{G}{G} (Once each turn, you may exile a card with prophecy as you reveal it. When you do, you may cast it for its prophecy cost as long as it's exiled.)
Surging Kalak

Surging Kalak {1}{G}{G}

Creature - Troll
Whenever a creature you control becomes the target of a spell, that creature gets +3/+3 until end of turn.
2/2
Swamp

Swamp

Basic Land - Swamp
Swampedge Sentinel

Swampedge Sentinel {3}{B}{B}

Creature - Human Elemental
Primal {1}{G}{G} (During your turn, you may cast this spell for {1}{G}{G} instead of playing a land.)
When Swampedge Sentinel dies, return another creature card from your graveyard to your hand.
3/3
  • Novea