14928 cards found
Seek the Future

Seek the Future {3}{U}

Instant
Scry 2, then draw two cards.
You have no maximum hand size for the rest of the game.
  • Imperial Legacies
Seeker of Mysteries

Seeker of Mysteries {U}

Creature - Human Wizard
Flying
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
1/1
Seeker's Garment

Seeker's Garment {4}

Artifact - Equipment
Equipped creature has hexproof and distorted. (It can be blocked by tapped creatures but not untapped creatures.)
Equip {1}
  • Ophorio
Seeker's Guardian

Seeker's Guardian {4}

Artifact Creature - Golem
When Seeker's Guardian enters, reveal the top card of your library.
It isn't uncommon for a reflection to seek their own fate, but they will rarely go alone.
3/3
  • Ophorio
Seismic Strike

Seismic Strike {2}{R}

Instant
Seismic Strike deals damage to target creature equal to the number of Mountains you control.
“The earth is stubborn, unmovable, and resilient. That's why we get along so well.”
—Aylin, Geomancer
  • Tides of War
Seizure

Seizure {3}{R}{R}

Sorcery
Another target player reveals their hand. You may choose an instant or sorcery card from it and cast it without paying its mana cost.
Fuse (You may cast one or both halves of this card from your hand.)
Card has other part: Search
  • Ophorio
Sejiri Skyhunter

Sejiri Skyhunter {3}{W}{W}

Creature - Human Warrior
Experience (Whenever this creature attacks, if it has fewer than three +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever a +1/+1 counter is put on Sejiri Skyhunter, it gains flying until end of turn.
2/3
  • Spark of Revolution
Sellsword Contraption

Sellsword Contraption {4}

Artifact Creature - Construct
{3}: Sellsword Contraption becomes the creature type of your choice until end of turn.
Its loyalty changes with each new tide of war.
3/3
  • Khaliz-Dorahn
Seluriel's Blessing

Seluriel's Blessing {4}{W}{W}

Enchantment
When Seluriel's Blessing enters, put a +1/+1 counter on each creature you control.
Creatures you control enter with an additional +1/+1 counter on them.
Creatures you control with counters on them have vigilance and indestructible.
Seluriel, Danuri Leader

Seluriel, Danuri Leader {3}{W}{W}

Legendary Planeswalker - Seluriel
[+1]: You gain 1 life. Put a +1/+1 counter on up to one target creature.
[–3]: Exile target creature. Its controller gains life equal to its power.
[–8]: You get an emblem with “Creatures you control get +1/+1 and have double strike and lifelink.”
Loyalty:
5
  • K15 Core Set
Seng, Fevered Fanatic

Seng, Fevered Fanatic {1}{B}

Legendary Creature - Zombie Wizard
At the beginning of your draw step, draw an additional card and you lose 1 life. Then if you have six or fewer cards in hand, sacrifice a creature.
If it isn't painful, it isn't worth her time.
2/1
  • Goliaths of Nangjiao
Sense of Loss

Sense of Loss {2}{B}

Sorcery
Target player discards two cards. If a creature you control died this turn, that player loses 2 life.
After losing Vaertris, Erika's life became hollow.
  • Tides of War
Sensei of the Seven Winds

Sensei of the Seven Winds {3}{U}{U}

Creature - Human Wizard
Untap all permanents you control during each other player's untap step.
2/4
  • Imperial Legacies
Sentient Contraption

Sentient Contraption {3}

Artifact Creature - Construct
When Sentient Contraption enters, create a 1/1 colorless Thopter artifact creature token with flying.
Grateful of being granted awareness, it decided to create inventions of its own.
2/1
Sentinel of Latter Days

Sentinel of Latter Days {4}

Artifact Creature - Golem
Soldiercycling {1}{W}, Wizardcycling {1}{U}, Zombiecycling {1}{B}, Warriorcycling {1}{R}, Elfcycling {1}{G} ({1}{G}, Discard this card: Search your library for an Elf card, reveal it, and put it into your hand, then shuffle.)
Sentinel of Latter Days is every creature type as long as it's in your library.
3/3
Sentinel's Longbow

Sentinel's Longbow {2}

Artifact - Equipment
Equipped creature has vigilance and reach.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Prosanians train their senses and reflexes until they become almost perfect snipers.
  • Aftermath
Ser Joffrey, Plague of Nines

Ser Joffrey, Plague of Nines {1}{B}{B}

Legendary Creature - Human Knight
Deathtouch, menace
As long as you control another Knight creature, Ser Joffrey, Plague of Nines and other Knight creatures you control have first strike.
A hundred lives taken, and only a finger lost for his troubles.
2/2
  • A Tourney at Whiterun
Ser Malcomn

Ser Malcomn {B}{G}

Legendary Creature - Human Knight
Trample
Ser Malcomn's power and toughness are each equal to the number of nonbasic lands your opponents control.
“All these lords and ladies with their castles and manors. How can an honest man not feel a tinge of envy?”
*/*
  • A Tourney at Whiterun
Sera of Coppercove

Sera of Coppercove {R}{G}

Legendary Creature - Human Warrior
Sera of Coppercove attacks each combat if able.
Whenever Sera of Coppercove attacks, it fights target creature you don't control.
{1}{R}{G}: Sera of Coppercove gets +3/+3 until end of turn.
2/2
Seraph's Remnant

Seraph's Remnant {1}

Artifact - Equipment
Equipped creature gets +2/+0 and can't block.
Equip {1}
Where cherubs are humanlike in soul, seraphs focus on one purpose alone. Each part of a seraph's body conveys this same monomania to the bearer.
  • Mious
Seraphic Divination

Seraphic Divination {3}{U}

Sorcery
Draw two cards. If you control an Angel, draw three cards instead.
One eye for the mundane, one for the divine.
  • Mious
Serpent's Grasp

Serpent's Grasp {1}{B}

Instant
Target creature gets -2/-2 until end of turn. When that creature dies this turn, its controller loses 2 life or gets a poison counter.
  • Imperial Legacies
Servant of the White Hand

Servant of the White Hand {1}{W}{B}

Creature - Human Samurai
Noncreature spells your opponents cast cost {1} more to cast.
2/2
  • Imperial Legacies
Seto San, the Sacred Hand

Seto San, the Sacred Hand {3}{W}{W}

Legendary Planeswalker - Seto
[+1]: Create two 1/1 white Warrior creature tokens. You gain 2 life.
[–2]: Destroy each creature with the greatest power or tied for the greatest power among creatures on the battlefield.
[–5]: Creatures you control get +X/+X and gain lifelink until end of turn, where X is the number of creatures you control.
Loyalty:
3
Setting Up Camp
Hasty Intervention

Setting Up Camp

Enchantment - Aura
(Color indicator: Setting Up Camp is white)
Enchant player
At the beginning of enchanted player's upkeep, that player creates a 1/1 white Soldier creature token.
Card has other part: Hasty Intervention
  • A Tourney at Whiterun