2641 – 2700 of 3,637 cards where the card types include “human”

Ruthless Sniper {B}

Creature — Human Archer

Whenever you cycle or discard a card, you may pay {1}. If you do, put a -1/-1 counter on target creature.

1/2
Ruthless Technomancer {3}{B}

Creature — Human Wizard

When Ruthless Technomancer enters the battlefield, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature’s power.

{2}{B}, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can’t be 0.

2/4
Ryan Sinclair {2}{R}

Legendary Creature — Human

Whenever Ryan attacks, exile cards from the top of your library until you exile a nonland card. You may cast the exiled card without paying its mana cost if it’s a spell with mana value less than or equal to Ryan’s power. Put the exiled cards not cast this way on the bottom of your library in a random order.

Doctor’s companion (You can have two commanders if the other is the Doctor.)

2/2
Sabertooth Outrider {3}{R}

Creature — Human Warrior

Trample

Formidable — Whenever Sabertooth Outrider attacks, if creatures you control have total power 8 or greater, Sabertooth Outrider gains first strike until end of turn.

4/2
Sacred Guide {W}

Creature — Human Cleric

{1}{W}, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and exile all other cards revealed this way.

1/1
Sacred Knight {3}{W}

Creature — Human Knight

Sacred Knight can’t be blocked by black and/or red creatures.

3/2
Sadistic Augermage {2}{B}

Creature — Human Wizard

When Sadistic Augermage dies, each player puts a card from their hand on top of their library.

3/1
Sadistic Hypnotist {3}{B}{B}

Creature — Human Minion

Sacrifice a creature: Target player discards two cards. Activate only as a sorcery.

2/2
Safana, Calimport Cutthroat {2}{B}

Legendary Creature — Human Rogue

Menace

At the beginning of your end step, if you have the initiative, create a Treasure token. Create three of those tokens instead if you’ve completed a dungeon.

Choose a Background (You can have a Background as a second commander.)

3/2
Saffi Eriksdotter {G}{W}

Legendary Creature — Human Scout

Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard this turn, return that card to the battlefield.

2/2
Sage of Ancient Lore {4}{G}

Creature — Human Shaman Werewolf

Sage of Ancient Lore’s power and toughness are each equal to the number of cards in your hand.

When Sage of Ancient Lore enters the battlefield, draw a card.

At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.

*/*
Werewolf of Ancient Hunger

Creature — Werewolf

Vigilance, trample

Werewolf of Ancient Hunger’s power and toughness are each equal to the total number of cards in all players’ hands.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf of Ancient Hunger.

*/*
Sage of Days {2}{U}

Creature — Human Wizard

When Sage of Days enters the battlefield, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.

3/2
Sage of Epityr {U}

Creature — Human Wizard

When Sage of Epityr enters the battlefield, look at the top four cards of your library, then put them back in any order.

1/1
Sage of Hours {1}{U}

Creature — Human Wizard

Heroic — Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it.

Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.

1/1
Sage of Lat-Nam {1}{U}

Creature — Human Artificer

{T}, Sacrifice an artifact: Draw a card.

1/2
Sage of Mysteries {U}

Creature — Human Wizard

Constellation — Whenever an enchantment enters the battlefield under your control, target player mills two cards.

0/2
Saheeli, the Sun's Brilliance {U}{R}

Legendary Creature — Human Artificer

{U}{R}, {T}: Create a token that’s a copy of another target creature or artifact you control, except it’s an artifact in addition to its other types. It gains haste. Sacrifice it at the beginning of the next end step.

2/2
Saiba Syphoner {2}{U}{U}

Creature — Human Ninja

Flash

This spell costs {2} less to cast if there are no instant or sorcery cards in your hand.

When Saiba Syphoner enters the battlefield, return target instant or sorcery card from your graveyard to your hand.

If Saiba Syphoner would die, shuffle it into your library instead.

2/2
Sailmonger {3}{U}

Creature — Human Monger

{2}: Target creature gains flying until end of turn. Any player may activate this ability.

3/3
Sailor of Means {2}{U}

Creature — Human Pirate

When Sailor of Means enters the battlefield, create a Treasure token. (It’s an artifact with “{T}, Sacrifice this artifact: Add one mana of any color.”)

1/4
Sai, Master Thopterist {2}{U}

Legendary Creature — Human Artificer

Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.

{1}{U}, Sacrifice two artifacts: Draw a card.

1/4
Saint Traft and Rem Karolus {U}{R}{W}

Legendary Creature — Spirit Human

Whenever Saint Traft and Rem Karolus becomes tapped, create a 1/1 red Human creature token if this is the first time this ability has resolved this turn. If it’s the second time, create a 1/1 blue Spirit creature token with flying. If it’s the third time, create a 4/4 white Angel creature token with flying.

Whenever you cast a spell that has convoke, untap Saint Traft and Rem Karolus.

3/4
Sakashima of a Thousand Faces {3}{U}

Legendary Creature — Human Rogue

You may have Sakashima of a Thousand Faces enter the battlefield as a copy of another creature you control, except it has Sakashima of a Thousand Faces’s other abilities.

The “legend rule” doesn’t apply to permanents you control.

Partner (You can have two commanders if both have partner.)

3/1
Sakashima's Student {2}{U}{U}

Creature — Human Ninja

Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)

You may have Sakashima’s Student enter the battlefield as a copy of any creature on the battlefield, except it’s a Ninja in addition to its other creature types.

0/0
Sakashima the Impostor {2}{U}{U}

Legendary Creature — Human Rogue

You may have Sakashima the Impostor enter the battlefield as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it’s legendary in addition to its other types, and it has “{2}{U}{U}: Return this creature to its owner’s hand at the beginning of the next end step.”

3/1
Sally Sparrow {2}{W}{U}

Legendary Creature — Human Detective

You may cast creature spells as though they had flash.

Whenever one or more other creatures you control leave the battlefield, investigate. This ability triggers only once each turn. (Create a Clue token. It’s an artifact with “{2}, Sacrifice this artifact: Draw a card.”)

2/3
Saltfield Recluse {2}{W}

Creature — Human Rebel Cleric

{T}: Target creature gets -2/-0 until end of turn.

1/2
Salt Road Patrol {3}{W}

Creature — Human Scout

Outlast {1}{W} ({1}{W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)

2/5
Salt Road Quartermasters {2}{G}

Creature — Human Soldier

Salt Road Quartermasters enters the battlefield with two +1/+1 counters on it.

{2}{G}, Remove a +1/+1 counter from Salt Road Quartermasters: Put a +1/+1 counter on target creature.

1/1
Salvage Scout {W}

Creature — Human Scout

{W}, Sacrifice Salvage Scout: Return target artifact card from your graveyard to your hand.

1/1
Salvage Slasher {1}{B}

Artifact Creature — Human Rogue

Salvage Slasher gets +1/+0 for each artifact card in your graveyard.

1/1
Samite Alchemist {3}{W}

Creature — Human Cleric

{W}{W}, {T}: Prevent the next 4 damage that would be dealt this turn to target creature you control. Tap that creature. It doesn’t untap during your next untap step.

0/2
Samite Archer {1}{W}{U}

Creature — Human Cleric Archer

{T}: Prevent the next 1 damage that would be dealt to any target this turn.

{T}: Samite Archer deals 1 damage to any target.

1/1
Samite Censer-Bearer {W}

Creature — Human Rebel Cleric

{W}, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn.

1/1
Samite Elder {2}{W}

Creature — Human Cleric

{T}: Creatures you control gain protection from the colors of target permanent you control until end of turn.

1/2
Samite Healer {1}{W}

Creature — Human Cleric

{T}: Prevent the next 1 damage that would be dealt to any target this turn.

1/1
Samite Herbalist {1}{W}

Creature — Human Cleric

Whenever Samite Herbalist becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

2/1
Samite Pilgrim {1}{W}

Creature — Human Cleric

Domain{T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.

1/1
Samurai Enforcers {4}{W}{W}

Creature — Human Samurai

Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)

4/4
Samut, Vizier of Naktamun {1}{R}{G}

Legendary Creature — Human Warrior Cleric

First strike, vigilance, haste

Whenever a creature you control deals combat damage to a player, if that creature entered the battlefield this turn, draw a card.

2/3
Samut, Voice of Dissent {3}{R}{G}

Legendary Creature — Human Warrior

Flash

Double strike, vigilance, haste

Other creatures you control have haste.

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

3/4
Sanctifier en-Vec {W}{W}

Creature — Human Cleric

Protection from black and from red

When Sanctifier en-Vec enters the battlefield, exile all cards that are black or red from all graveyards.

If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.

2/2
Sanctifier of Souls {3}{W}

Creature — Human Cleric

Whenever another creature enters the battlefield under your control, Sanctifier of Souls gets +1/+1 until end of turn.

{2}{W}, Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.

2/3
Sanctum Custodian {2}{W}

Creature — Human Cleric

{T}: Prevent the next 2 damage that would be dealt to any target this turn.

1/2
Sanctum Guardian {1}{W}{W}

Creature — Human Cleric

Sacrifice Sanctum Guardian: The next time a source of your choice would deal damage to any target this turn, prevent that damage.

1/4
Sanctum Prelate {1}{W}{W}

Creature — Human Cleric

As Sanctum Prelate enters the battlefield, choose a number.

Noncreature spells with mana value equal to the chosen number can’t be cast.

2/2
Sandcrafter Mage {2}{W}

Creature — Human Wizard

When Sandcrafter Mage enters the battlefield, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)

2/2
Sand Scout {1}{W}

Creature — Human Scout

When Sand Scout enters the battlefield, if an opponent controls more lands than you, search your library for a Desert card, put it onto the battlefield tapped, then shuffle.

Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.

2/2
Sandsteppe Outcast {2}{W}

Creature — Human Warrior

When Sandsteppe Outcast enters the battlefield, choose one —

• Put a +1/+1 counter on Sandsteppe Outcast.

• Create a 1/1 white Spirit creature token with flying.

2/1
Sandsteppe War Riders {3}{G}

Creature — Human Warrior

Trample

At the beginning of combat on your turn, bolster X, where X is the number of differently named artifact tokens you control. (Choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)

4/4
Sandstone Warrior {2}{R}{R}

Creature — Human Soldier Warrior

First strike (This creature deals combat damage before creatures without first strike.)

{R}: Sandstone Warrior gets +1/+0 until end of turn.

1/3
Sandstorm Salvager {2}{G}

Creature — Human Artificer

When Sandstorm Salvager enters the battlefield, create a 3/3 colorless Golem artifact creature token.

{2}, {T}: Put a +1/+1 counter on each creature token you control. They gain trample until end of turn.

1/1
Sanwell, Avenger Ace {1}{W}

Legendary Creature — Human Pilot

As long as an artifact creature you control is attacking, prevent all damage that would be dealt to Sanwell, Avenger Ace.

Whenever Sanwell becomes tapped, exile the top six cards of your library. You may cast a Vehicle or artifact creature spell from among them. Then put the rest on the bottom of your library in a random order.

3/1
Sapphire Collector {2}{R}

Creature — Human Mercenary

Prowess

When you cast your second noncreature spell in a turn, conjure a card named Mox Sapphire into your hand. This ability triggers only once.

{2}{U}: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.

3/3
Sarah Jane Smith {1}{W}

Legendary Creature — Human Detective

Whenever you cast a historic spell, investigate. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic. To investigate, create a Clue token. It’s an artifact with “{2}, Sacrifice this artifact: Draw a card.”)

Doctor’s companion (You can have two commanders if the other is the Doctor.)

2/1
Sarevok, Deathbringer {3}{B}

Legendary Creature — Human Knight

At the beginning of each player’s end step, if no permanents left the battlefield this turn, that player loses X life, where X is Sarevok’s power.

Choose a Background (You can have a Background as a second commander.)

3/4
Sarevok the Usurper {3}{B}

Legendary Creature — Human Knight

Specialize {3}

At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard.

3/3
Sarinth Steelseeker {1}{G}

Creature — Human Artificer Scout

Whenever an artifact enters the battlefield under your control, look at the top card of your library. If it’s a land card, you may reveal it and put it into your hand. If you don’t put the card into your hand, you may put it into your graveyard.

1/2
Sarkhan, Soul Aflame {1}{U}{R}

Legendary Creature — Human Shaman

Dragon spells you cast cost {1} less to cast.

Whenever a Dragon enters the battlefield under your control, you may have Sarkhan, Soul Aflame become a copy of it until end of turn, except its name is Sarkhan, Soul Aflame and it’s legendary in addition to its other types.

2/4
Saryth, the Viper's Fang {2}{G}{G}

Legendary Creature — Human Warlock

Other tapped creatures you control have deathtouch.

Other untapped creatures you control have hexproof.

{1}, {T}: Untap another target creature or land you control.

3/4