21 – 40 of 62 cards where the name includes “sword”

Samut, Voice of Dissent (Secret Lair Drop #1451)

Samut, Voice of Dissent {3}{R}{G} Inigo, Avenging Swordsman

Legendary Creature — Human Warrior

Flash

Double strike, vigilance, haste

Other creatures you control have haste.

{W}, {T}: Untap another target creature.

“Hello. My name is Inigo Montoya. You killed my father. Prepare to die.”

3/4

Illustrated by Ekaterina Burmak

Standard
Alchemy
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Sell-Sword Brute (Ravnica: City of Guilds #142)

Sell-Sword Brute {1}{R}

Creature — Human Mercenary

When Sell-Sword Brute dies, it deals 2 damage to you.

“Killing is easy. Just wrap your hand around the haft, and wrap your enemy around the blade.”

2/2

Illustrated by Jeff Miracola

Standard
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Seraphic Greatsword (Commander Legends #45)

Seraphic Greatsword {1}{W}

Artifact — Equipment

Equipped creature gets +2/+2.

Whenever equipped creature attacks the player with the most life or tied for most life, create a 4/4 white Angel creature token with flying that’s tapped and attacking that player.

Equip {4}

Light as a feather. Sharp as an angel’s wrath.

Illustrated by Craig J Spearing

Standard
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Seraph of the Sword (Magic 2014 #31)

Seraph of the Sword {3}{W}

Creature — Angel

Flying

Prevent all combat damage that would be dealt to Seraph of the Sword.

“Only when my sword lies idle shall I rejoice.”

3/3

Illustrated by Jaime Jones

Standard
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Short Sword (Core Set 2021 #236)

Short Sword {1}

Artifact — Equipment

Equipped creature gets +1/+1.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

“Sometimes the only difference between a martyr and a hero is a sword.”
—Captain Sisay, Memoirs

Illustrated by John Severin Brassell

Standard
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Sigiled Sword of Valeron (March of the Machine Commander #377)

Sigiled Sword of Valeron {3}

Artifact — Equipment

Equipped creature gets +2/+0, has vigilance, and is a Knight in addition to its other types.

Whenever equipped creature attacks, create a 2/2 white Knight creature token with vigilance that’s attacking.

Equip {3}

Illustrated by John Stanko

Standard
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Smitten Swordmaster // Curry Favor (March of the Machine Commander #268)

Smitten Swordmaster {1}{B}

Creature — Human Knight

Lifelink

“My quest? Why, to marry Ayara. Or die trying.”

2/1

Curry Favor {B}

Sorcery — Adventure

You gain X life and each opponent loses X life, where X is the number of Knights you control.

Illustrated by Taylor Ingvarsson

Standard
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Sword Coast Sailor (Commander Legends: Battle for Baldur's Gate #98)

Sword Coast Sailor {1}{U}

Legendary Enchantment — Background

Commander creatures you own have “Whenever this creature attacks a player, if no opponent has more life than that player, this creature can’t be blocked this turn.”

You were born at sea, and your legs are steadiest when the waves are rowdiest.

Illustrated by Tony Foti

Standard
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Sword Coast Serpent // Capsizing Wave (Commander Legends: Battle for Baldur's Gate #99)

Sword Coast Serpent {5}{U}{U}

Creature — Serpent Dragon

Sword Coast Serpent can’t be blocked as long as you’ve cast a noncreature spell this turn.

6/6

Capsizing Wave {1}{U}

Instant — Adventure

Return target creature to its owner’s hand. (Then exile this card. You may cast the creature later from exile.)

Illustrated by Caio Monteiro

Standard
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Sword Dancer (Eighth Edition #53)

Sword Dancer {1}{W}

Creature — Human Rebel

{W}{W}: Target attacking creature gets -1/-0 until end of turn.

Most soldiers think of the sword as a weapon. In the hands of Zho monks, swords are also the strongest of shields.

1/2

Illustrated by Roger Raupp

Standard
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Sword of Body and Mind (Double Masters #295)

Sword of Body and Mind {3}

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from green and from blue.

Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards.

Equip {2}

Illustrated by Chris Rahn

Standard
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Sword of Dungeons & Dragons (Unsanctioned #84)

Sword of Dungeons & Dragons {3}

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from Rogues and from Clerics.

Whenever equipped creature deals combat damage to a player, create a 4/4 gold Dragon creature token with flying and roll a d20 (a twenty-sided die). If you roll a 20, repeat this process.

Equip {2}

Illustrated by Chris Rahn

Standard
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Sword of Feast and Famine (Double Masters #296)

Sword of Feast and Famine {3}

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from black and from green.

Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.

Equip {2}

Illustrated by Chris Rahn

Standard
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Sword of Fire and Ice (Double Masters #297)

Sword of Fire and Ice {3}

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from red and from blue.

Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card.

Equip {2}

Illustrated by Chris Rahn

Standard
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Sword of Forge and Frontier (Phyrexia: All Will Be One #244)

Sword of Forge and Frontier {3}

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from red and from green.

Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.

Equip {2}

Illustrated by Scott Murphy

Standard
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Sword of Hearth and Home (Modern Horizons 2 #238)

Sword of Hearth and Home {3}

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from green and from white.

Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.

Equip {2}

Illustrated by Chris Rahn

Standard
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Sword of Hours (Forgotten Realms Commander #61)

Sword of Hours {2}

Artifact — Equipment

Whenever equipped creature attacks, put a +1/+1 counter on it.

Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Illustrated by Brian Valeza

Standard
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Sword of Kaldra (Mirrodin #251)

Sword of Kaldra {4}

Legendary Artifact — Equipment

Equipped creature gets +5/+5.

Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it’s still on the battlefield.)

Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)

Illustrated by Donato Giancola

Standard
Alchemy
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Sword of Light and Shadow (Double Masters #298)

Sword of Light and Shadow {3}

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from white and from black.

Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.

Equip {2}

Illustrated by Chris Rahn

Standard
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Sword of Once and Future (March of the Machine #265)

Sword of Once and Future {3}

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from blue and from black.

Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.

Equip {2}

Illustrated by Joshua Cairos

Standard
Alchemy
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Penny