15897 cards found
Solemn Offering

Solemn Offering {2}{W}

Sorcery
Destroy target artifact or enchantment. You gain 4 life.
“We render to our gods what was always theirs.”
—Elder Rosehip
Soli Arbalist

Soli Arbalist {3}{W}

Creature - Nephilim Ranger
Whenever Soli Arbalist or a nontoken Angel or Nephilim you control enters, amass Soldiers 2. If it was an Angel, amass Soldiers 4 instead. (To amass Soldiers {2}, put two +1/+1 counters on an Army you control. It's also a Soldier. If you don't control one, create a 0/0 black Soldier Army creature token first.)
2/2
  • Alkabah: The Rise of Soli
Soli Chronicler

Soli Chronicler {1}{W}

Creature - Nephilim Cleric
When Soli Chronicler enters, judge another target creature you control. (Honor it by putting a +1/+1 counter on it or condemn it by sacrificing it to draw a card.)
“For the faithful, a reading...”
2/2
  • Alkabah
Soli Citadel

Soli Citadel

Land - Satrapy
{T}: Add {C}.
Satrapies you control have “{1}{W}, {T}, Exile a card from your graveyard: Create a 1/1 white Soldier creature token.”
“Remember the past and how glorious we were. Remember the times of safety and solace. Remember when...”
—Kahroba, Forefather of All
  • Alkabah
Soli Fortress

Soli Fortress

Land - Satrapy
As Soli Fortress enters, you may pay 1 life. If you don't, Soli Fortress enters tapped.
Satrapies you control have “{T}: Add {W}.”
“The sunbird seeks a new bower when its nest tears asunder. I am Hope, I have heard this city's pleas, and I will guide it to safety if all else falls.”
—Winged-Wit Parastu
  • Alkabah: The Rise of Soli
Soli Windreader

Soli Windreader {2}{W}

Creature - Nephilim Knight
Flying
Whenever Soli Windreader attacks, tap target creature without flying you don't control.
“Cloudreading isn't as impressive as stargazing, but it sure is a lot more exciting!”
2/1
  • Alkabah
Soli's Blessed

Soli's Blessed {3}{W}

Creature - Angel Soldier
Flying
When Soli's Blessed enters, judge another target creature you control. (Honor it by putting a +1/+1 counter on it or condemn it by sacrificing it to draw a card.)
3/1
  • Alkabah
Songs of the Howlers

Songs of the Howlers {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each creature you control.
“A lot of folks hate the howlers, but they've never let it stop them before.”
—Calamity Rose
  • High Noon
Soul Jar

Soul Jar {2}{W}

Enchantment
When Soul Jar enters, exile target creature and each other creature with the same name as that creature until Soul Jar leaves the battlefield.
  • Tales of Old Jidai
Soul Reader

Soul Reader {W}

Creature - Human Wizard
Improve {1} ({1}: Put a +1/+1 counter on this creature. This costs {1} more to activate for each +1/+1 counter on it. Improve only as a sorcery.)
At the beginning of your upkeep, exile up to one target nonland permanent you own. Return that card to your hand. If Soul Reader has two or more counters on it, you may instead return that card to the battlefield under your control.
1/2
  • Toll Midnight
  • MSEM Champions 146 146
Soul Warden

Soul Warden {W}

Creature - Human Cleric
Whenever another creature enters, you gain 1 life.
1/1
Soul of the Sands

Soul of the Sands {4}{W}

Enchantment Creature - Sand Elemental
When Soul of the Sands enters, choose one —
• You gain 4 life.
• If you gained life this turn, draw a card.
Alrathan soldiers are expected to hit the ground running. They didn't expect the ground to hit back.
4/4
  • Riddles of Revio
Soul's Attendant

Soul's Attendant {W}

Creature - Human Cleric
Whenever another creature enters, you may gain 1 life.
Clerics take pride in overseeing all ages of life. From protecting newborns from possession, to warding family homes, to purging the dead of flesh.
1/1
Soulblade

Soulblade {1}{W}

Artifact - Equipment
When Soulblade enters, exile target creature card with mana value 3 or less from your graveyard.
Whenever equipped creature attacks, create a token that's a copy of a card exiled with Soulblade that's tapped and attacking. Exile the token at end of combat.
Equip {1}
Soulcleaver

Soulcleaver {2}{W}

Creature - Spirit
Other Spirits you control get +1/+1.
As long as a Spirit you control has flying, Soulcleaver has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
2/2
  • Karina's Explorations
Soulight Captain

Soulight Captain {3}{W}

Creature - Spirit Soldier
At the beginning of each end step, if you gained life this turn, put a +1/+1 counter on a creature you control.
“Your heart is pure despite your outwards sins and failures. Come, join the brotherhood of eternal guardians.”
—Kotis
2/2
  • Zero
Souls of the Jury

Souls of the Jury {2}{W}

Creature - Spirit
Flying
Whenever Souls of the Jury enters or an opponent fails a trial, create a 1/1 white Cleric creature token.
“Justice never dies.”
1/1
  • Mious
Soulsmoke Adept

Soulsmoke Adept {1}{W}

Creature - Human Monk
Soulsmoke Adept gets +1/+0 and has lifelink as long as it's embattled. (A creature is embattled if it has a counter on it or has a permanent you control attached to it.)
“The last breaths of the dead linger here, waiting to coalesce into ghouls—but I can make much better use of them.”
2/2
Soulstone Commander

Soulstone Commander {3}{W}{W}

Creature - Human Soldier
First strike
When Soulstone Commander enters, return target Soldier creature card from your graveyard to the battlefield. That creature is a Spirit in addition to its other types.
2/2
  • Aftermath
Soulstone Redeemer

Soulstone Redeemer {4}{W}{W}

Creature - Spirit
Flying
When Soulstone Redeemer dies, you may exile target creature. If you do, you gain life equal to its toughness.
Some Prosanians use soulstone charms to ensure their spirits will be put to good use if they're killed in battle.
3/4
  • Aftermath
Soulstone Servant

Soulstone Servant {2}{W}

Creature - Spirit Soldier
Bulwark — Whenever Soulstone Servant attacks, if you control a creature with toughness 4 or greater, Soulstone Servant gets +2/+2 and gains flying until end of turn.
Spirits redeemed through Soulstones are left in Prosanian garrisons to protect them from their evil counterparts.
2/2
  • Aftermath
Sound the Alarm

Sound the Alarm {3}{W}

Sorcery - Adventure
Put a +1/+1 counter on each creature you control. (Then exile this card. You may cast the creature later from exile.)
Card has other part: Dawn Hill Bellringer
  • Adventurers of Onora
Spare the Meek

Spare the Meek {3}{W}{W}{W}

Sorcery
Destroy each creature with power 3 or greater.
As Pelastrov fell, the farmers of Slaffield could do nothing but bar their portals and pray.
  • The Unraveling
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
Spear of the Folded Fan

Spear of the Folded Fan {2}{W}

Creature - Human Warrior
Vigilance
When Spear of the Folded Fan enters, if you control a legendary creature, you gain 4 life.
“I like that one. If her bladework is half as fine as her spirit, she'll be the best warrior in Nangjiao.”
—Hatsuo Heong
2/3
  • Goliaths of Nangjiao