648 cards found
Strong Arm

Strong Arm {3}{R}

Sorcery - Adventure
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Card has other part: Fang Den Flunky
  • Adventurers of Onora
Sturdy Oakclimber

Sturdy Oakclimber {2}{G}

Creature - Squirrel Scout
At the beginning of combat on your turn, if you control six or more lands, put a +1/+1 counter on target creature you control.
1/4
Card has other part: Plant Acorn
  • Adventurers of Onora
Sturdyshell Hammerclaw

Sturdyshell Hammerclaw {2}{G}{G}

Enchantment Creature - Crab
Concord — At the beginning of combat on your turn, if there are four or more card types among permanents you control, Sturdyshell Hammerclaw gets +2/+1 and gains trample until end of turn.
“Trespassers enter Coralight at their own risk.”
—Warning sign
3/4
  • Elmare: Into the Abyss
Subnautical Legionnaire

Subnautical Legionnaire {3}{W}{W}

Creature - Merfolk Soldier
First strike, vigilance
When Subnautical Legionnaire enters, choose artifact, enchantment, or Merfolk. Exile target nonland permanent you don't control until you control no permanents of the chosen type.
Excellence, exemplified.
4/4
  • Elmare: Into the Abyss
Sunken-Eye Angler

Sunken-Eye Angler {B}{G}

Creature - Merfolk Horror Shaman
Pressure {3}{B}{G} (You may cast this spell for its pressure cost if seven or more cards are in your graveyard.)
When Sunken-Eye Angler enters, mill three cards. Then if it was cast for its pressure cost, you may return a creature card from your graveyard to the battlefield.
The Danithra always manage to reel in new members. Or victims.
2/2
  • Elmare: Into the Abyss
Sunwatcher Aspirant

Sunwatcher Aspirant {1}{R}{R}

Creature - Fox Warrior
Haste
At the beginning of your end step, return Sunwatcher Aspirant to its owner's hand.
4/1
Card has other part: Burn Brightly
  • Adventurers of Onora
Supply Hauler

Supply Hauler {3}{R}

Creature - Camel
Menagerie — When Supply Hauler enters, if there are five or more creature types among creatures you control, you may search your library for an artifact card, reveal it, put it into your hand, then shuffle.
When it comes to the Slipsands, you can't overprepare.
4/3
  • Adventurers of Onora
Surpass Limits

Surpass Limits {4}{R}

Sorcery - Adventure
Target creature gains double strike and trample until end of turn. (Then exile this card. You may cast the creature later from exile.)
Card has other part: Paw Valley Wildclaw
  • Adventurers of Onora
Suspicious Gambler

Suspicious Gambler {2}{R}

Creature - Weasel Pirate
Haste
{T}, Discard a card: Flip a coin. If you win the flip, draw two cards. Otherwise, you may pay {R}. If you do, repeat this process.
“I win again, eh? What're the odds?”
2/3
  • Adventurers of Onora
Swamp

Swamp

Basic Land - Swamp
Sweep the Leg

Sweep the Leg {W}{U}

Instant
Exile target spell or creature. For as long as it remains exiled, its controller may cast that card, and it costs {2} more to cast.
“The bigger they are, the harder I hit ‘em.”
  • Adventurers of Onora
Swiftspear Ambusher

Swiftspear Ambusher {1}{G}

Creature - Mouse Soldier
Whenever Swiftspear Ambusher and exactly one other creature attack, put a +1/+1 counter on target attacking creature.
2/2
Card has other part: Furry Friend
  • Adventurers of Onora
Take All You Can Carry

Take All You Can Carry {1}{R}

Sorcery
Create two 1/1 black Rat Pirate creature tokens.
Whenever two or more creatures you control deal combat damage to a player, you may pay {2} and exile Take All You Can Carry from your graveyard. If you do, create two Treasure tokens.
Take the Day Off

Take the Day Off {U}

Sorcery
Draw three cards.
Skip your next turn. If it's your turn, end the turn.
Growing up in Frondpond, Croaks was always told “Do something you love, never work a day in your life.”
  • Adventurers of Onora
Taking Flight
Mounting Up

Taking Flight

Enchantment
(Color indicator: Taking Flight is white and blue)
Creatures you control with flying get +1/+1.
At the beginning of combat on your turn, target creature you control soars. (Put a flying counter on it. If it already has flying, put a +1/+1 counter on it instead.)
Card has other part: Mounting Up
  • MSEM Masters Cube
Tapestry of United Onora

Tapestry of United Onora {9}

Legendary Artifact
Each creature you control has every creature type among other creatures you control in addition to their own.
Creatures you control get +1/+1 for each of their creature types.
It tells a tale of two brothers, whose reunion restored a realm.
  • Adventurers of Onora
Tavern Brokerage

Tavern Brokerage {3}{B}{B}

Sorcery
You may pay {2}{B}{B} and tap an untapped Pirate you control rather than pay this spell's mana cost.
Target player draws three cards and loses 3 life.
  • Adventurers of Onora
Tectonic Chateau

Tectonic Chateau

Land
You may play Tectonic Chateau from your graveyard as long as seven or more cards are in your graveyard.
Tectonic Chateau enters tapped.
{T}: Add {R} or {W}.
Cycling {1}{R}{W} ({1}{R}{W}, Discard this card: Draw a card.)
  • Elmare: Into the Abyss
Tentacle Lash

Tentacle Lash {3}{U}

Instant
Choose one —
• Counter target spell unless its controller pays {4}.
• Tap up to two target creatures. They don't untap during their controller's next untap step.
Sometimes you really need to get a grip.
  • Elmare: Into the Abyss
The Gloomhollow Draught

The Gloomhollow Draught {B}{G}

Enchantment - Quest
(Add a quest counter as this enters. Sacrifice after 3.)
Whenever the second card is put into your graveyard from anywhere each turn, add a quest counter.
You may sacrifice a creature. When you do, you may return target creature card from your graveyard to your hand.
Destroy target nonland permanent an opponent controls.
  • Adventurers of Onora
The Grand Conchport Heist

The Grand Conchport Heist {1}{U}{B}

Enchantment - Quest
(Add a quest counter as this enters. Sacrifice after 3.)
At the beginning of your end step, if you have more cards in hand than an opponent, add a quest counter.
Target opponent exiles the top card of their library. You may play that card for as long as it remains exiled. (You still pay its costs.)
Create three Treasure tokens.
  • Adventurers of Onora
The Heart of Paw Valley

The Heart of Paw Valley {3}{G}{U}

Enchantment - Quest
(Add a quest counter as this enters. Sacrifice after 3.)
Whenever you draw your second card each turn, add a quest counter.
Scry 3.
Create a blue and green enchantment token named The Heart with “Whenever you tap a land for mana, add one mana of any color.”
  • Adventurers of Onora
The Symphony of Leafdown

The Symphony of Leafdown {2}{U}{R}

Enchantment - Quest
(Add a quest counter as this enters. Sacrifice after 3.)
At the beginning of your end step, if you cast two or more spells this turn, add a quest counter.
The Symphony of Leafdown deals 2 damage to any target. Draw a card.
Until the end of your next turn, instant and sorcery spells you cast cost {1} less to cast.
  • Adventurers of Onora
Three Cheers

Three Cheers {1}{B}{B}

Sorcery
Reveal the cards in your library. Target opponent chooses three nonland cards with different names from it. You put the chosen cards into your hand. Then shuffle.
“Our plans for the year start today!”
—Sunny Milk
Thrill of Possibility

Thrill of Possibility {1}{R}

Instant
As an additional cost to cast this spell, discard a card.
Draw two cards.
“Every day, I'm humbled by this glorious kingdom placed in my care. The Great Current truly has a plan for us all.”
—Anemothrys, Reefcrown
  • Elmare: Into the Abyss