15282 cards found
Sleepless Vigil

Sleepless Vigil {1}{U}{U}

Enchantment - Aura Curse
Enchant opponent
Whenever you attack enchanted player, look at the top X cards of your library, where X is one plus the number of attacking creatures you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.
  • Dark Seas of Shiryen
Smell Blood

Smell Blood {1}{G}

Instant
Target creature gets +3/+3 until end of turn.
Cycling {2} ({2}, Discard this card: Draw a card.)
It's prudent to be extremely careful with sharp objects around Bloodhollow.
  • Elmare: Into the Abyss
Smoldering Husk

Smoldering Husk {1}{R}

Creature - Skeleton Warrior
When Smoldering Husk dies, it deals 2 damage to any target.
{2}{R}: Smoldering Husk gets +2/+0 until end of turn.
At Giradrus's command, the city burned, and through the ashes strode emissaries of death.
1/1
Snowed In

Snowed In {1}{U}

Enchantment - Aura
Enchant artifact or creature
Enchanted permanent doesn't untap during its controller's untap step.
Whenever you make first contact, scry 1. (You make first contact the first time each turn you cast a spell with a name not in your graveyard or control already.)
Snuff Out the Light

Snuff Out the Light {1}{B}

Sorcery
Target creature gets -X/-X until end of turn, where X is the number of cards in your graveyard. If that creature would die this turn, exile it instead.
Cycling {B} ({B}, Discard this card: Draw a card.)
Solemn Cleaver

Solemn Cleaver {3}{W}

Creature - Dwarf Warrior
First strike
As the dead rose, Jalro steadied his hand. There would be days in the future for remorse, but today was for courage.
3/2
  • Dark Seas of Shiryen
Somnambulance

Somnambulance {1}{B}{B}

Enchantment
When Somnambulance enters, each player conjures a card named Fatigue and puts it on top of their library. (It's a colorless sorcery that costs {2} with “Draw a card.”)
Whenever a player casts a spell named Fatigue, you may draw a card. If you do, you lose 1 life.
Related card: Fatigue
Song of the Sea

Song of the Sea {2}{G}

Sorcery
Put three +1/+1 counters on target creature you control. It voyages. (If it isn't blocking or targeted by another spell or ability, it phases out.)
“Hear the music on the wind, boys? Let's sing along.”
  • Dark Seas of Shiryen
Sounds of Silence

Sounds of Silence {X}{B}

Instant
Spend only black mana on X.
Any number of target players each draw X cards and lose X life.
Spare Supplies

Spare Supplies {2}

Artifact
Spare Supplies enters tapped.
When Spare Supplies enters, draw a card.
{2}, {T}, Sacrifice Spare Supplies: Draw a card.
  • Elmare: Into the Abyss
Speak No Evil

Speak No Evil {1}{G}

Instant
Choose one or more —
• Counter target activated ability or triggered ability.
• Prevent all combat damage that would be dealt this turn.
Somebody's gotta say the things I'm trying not to say
Speaker of Deliverance

Speaker of Deliverance {W}

Creature - Human Cleric
Gestalt (When this or another creature enters under your control, you may merge it with the one in play, keeping counters and attachments. They become the permanent on top plus all abilities from under it.)
If you would gain life, you may put a +1/+1 counter on this creature instead.
When this creature has toughness 20 or greater, you win the game.
1/1
Speaker of Open Waters

Speaker of Open Waters {3}{G}{W}

Creature - Merfolk Aurashaper Cleric
When Speaker of Open Waters enters, create a green and white Aura enchantment token named Moray's Resolve attached to target creature you control. The token has enchant creature and “Enchanted creatures you control get +2/+2 and have trample and lifelink.”
1/1
  • Elmare: Into the Abyss
Specimen Collector

Specimen Collector {2}{B}

Artifact Creature - Construct Warrior
When Specimen Collector enters, you may salvage a 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.)
The Others quickly set to work harvesting keepsakes to bring back home.
3/2
  • Elmare: Into the Abyss
Spellslinger Elf

Spellslinger Elf {2}{R}{G}

Creature - Elf Warrior
Haste
Whenever Spellslinger Elf deals combat damage to a player, draw a card, then you may cast a card from your hand with mana value 3 or less without paying its mana cost.
3/2
Stargazing

Stargazing {U}

Legendary Enchantment
Whenever you draw a card, put a dream counter on Stargazing.
Remove seven dream counters from Stargazing and exile it: Shuffle your hand and graveyard into your library, then draw seven cards.
Starved Oasis

Starved Oasis

Land
{T}: Add {C}.
{2}, Pay 2 life: Starved Oasis becomes a 4/2 Elemental creature until end of turn. It's still a land.
It thirsts for blood, and you will do.
Staunch Constrictor

Staunch Constrictor {2}{G}

Creature - Snake
{G}, Discard a card: Staunch Constrictor gets +1/+1 until end of turn.
Its body extends and contracts at will to fit whatever ends up in its gullet.
3/3
  • Dark Seas of Shiryen
Stinging Swordfish

Stinging Swordfish {R}{W}

Enchantment Creature - Fish
Stinging Swordfish has first strike as long as it's attacking.
When Stinging Swordfish dies, create an Equipment enchantment artifact token named Fish Sword with “Equipped creature gets +3/+1,” “Equipped creature has first strike as long as it's attacking,” and equip {2}. You may attach that token to a creature you control.
3/1
Storm the Seafloor

Storm the Seafloor {2}{B}

Sorcery
Mill five cards, then for each of those cards, a creature you control salvages that card unless an opponent pays 3 life. (Exile it from your graveyard until that creature leaves the battlefield. Whenever that creature deals combat damage to a player, put a card it salvaged into your hand.)
Their journey was over. Their destiny was fulfilled. It was time to claim what was promised.
  • Elmare: Into the Abyss
Strange Jungle

Strange Jungle {1}{G}{G}

Sorcery
Search your library for two basic land cards and put them onto the battlefield tapped. Then they become 0/1 green Plant creatures with “This creature can't block” in addition to their other colors, types, and abilities.
Strange Tides

Strange Tides {2}{U}

Enchantment - Aura Curse
Enchant opponent
At the beginning of enchanted player's upkeep, they mill two cards.
{U}, Sacrifice Strange Tides: Shuffle up to four target cards from your graveyard into your library.
  • Dark Seas of Shiryen
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
Stygian Leviathan

Stygian Leviathan {3}{B}{B}

Creature - Leviathan
When Stygian Leviathan enters, target opponent loses life equal to the number of Curses attached to them and you gain that much life.
With cursed gold on board, no corner of the three seas is safe.
4/4
  • Dark Seas of Shiryen
Subdue False Idols

Subdue False Idols {2}{W}

Sorcery - Revelation
This spell costs {1} less to cast for each Horror you control.
Exile up to one target non-Horror creature.
Coalesce {7}{W} (You may cast this from your graveyard for {7}{W}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
7/9