2701 – 2760 of 3,628 cards where the card types include “human”

Savvy Trader {3}{G}

Creature — Human Citizen

When Savvy Trader enters the battlefield, exile target permanent card from your graveyard. You may play that card for as long as it remains exiled.

Spells you cast from anywhere other than your hand cost {1} less to cast.

3/3
Sawblade Slinger {3}{G}

Creature — Human Archer

When Sawblade Slinger enters the battlefield, choose up to one —

• Destroy target artifact an opponent controls.

• Sawblade Slinger fights target Zombie an opponent controls.

4/3
Scab-Clan Berserker {1}{R}{R}

Creature — Human Berserker

Haste

Renown 1 (When this creature deals combat damage to a player, if it isn’t renowned, put a +1/+1 counter on it and it becomes renowned.)

Whenever an opponent casts a noncreature spell, if Scab-Clan Berserker is renowned, Scab-Clan Berserker deals 2 damage to that player.

2/2
Scab-Clan Mauler {R}{G}

Creature — Human Berserker

Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)

Trample

1/1
Scalebane's Elite {3}{G}{W}

Creature — Human Soldier

Protection from black

4/4
Scaleguard Sentinels {G}{G}

Creature — Human Soldier

As an additional cost to cast this spell, you may reveal a Dragon card from your hand.

Scaleguard Sentinels enters the battlefield with a +1/+1 counter on it if you revealed a Dragon card or controlled a Dragon as you cast this spell.

2/3
Scalespeaker Shepherd {2}{G}

Creature — Human Druid

When Scalespeaker Shepherd enters the battlefield, draft a card from Scalespeaker Shepherd’s spellbook.

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

2/1
Scalestorm Summoner {2}{R}

Creature — Human Warlock

Whenever Scalestorm Summoner attacks, create a 3/1 red Dinosaur creature token if you control a creature with power 4 or greater.

3/3
Scarwood Bandits {2}{G}{G}

Creature — Human Rogue

Forestwalk (This creature can’t be blocked as long as defending player controls a Forest.)

{2}{G}, {T}: Unless an opponent pays {2}, gain control of target artifact for as long as Scarwood Bandits remains on the battlefield.

2/2
Scavenger Folk {G}

Creature — Human

{G}, {T}, Sacrifice Scavenger Folk: Destroy target artifact.

1/1
Scheming Fence {W}{U}

Creature — Human Citizen

As Scheming Fence enters the battlefield, you may choose a nonland permanent.

Activated abilities of the chosen permanent can’t be activated.

Scheming Fence has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities.

2/3
Scholar of Athreos {2}{W}

Creature — Human Cleric

{2}{B}: Each opponent loses 1 life. You gain life equal to the life lost this way.

1/4
Scholar of New Horizons {1}{W}

Creature — Human Scout

Scholar of New Horizons enters the battlefield with a +1/+1 counter on it.

{T}, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don’t put the card onto the battlefield, put it into your hand. Then shuffle.

1/1
Scholar of Stars {3}{U}

Creature — Human Artificer

When Scholar of Stars enters the battlefield, if you control an artifact, draw a card.

3/2
Scholar of the Ages {5}{U}{U}

Creature — Human Wizard

When Scholar of the Ages enters the battlefield, return up to two target instant and/or sorcery cards from your graveyard to your hand.

3/3
Scholarship Sponsor {3}{W}

Creature — Human Advisor

When Scholarship Sponsor enters the battlefield, each player who controls fewer lands than the player who controls the most lands searches their library for a number of basic land cards less than or equal to the difference, puts those cards onto the battlefield tapped, then shuffles.

3/3
Scorch Rider {3}{R}

Creature — Human Warrior

Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.)

When Scorch Rider enters the battlefield, if it was kicked, it gains haste until end of turn.

4/3
Scorn-Blade Berserker {B}

Creature — Human Berserker

Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that’s another creature, it gains the following ability until end of turn.)

{1}, Sacrifice this creature: Draw a card.

0/1
Scorned Villager {1}{G}

Creature — Human Werewolf

{T}: Add {G}.

At the beginning of each upkeep, if no spells were cast last turn, transform Scorned Villager.

1/1
Moonscarred Werewolf

Creature — Werewolf

Vigilance

{T}: Add {G}{G}.

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

2/2
Scornful Egotist {7}{U}

Creature — Human Wizard

Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

1/1
Scrapper Champion {3}{R}

Creature — Human Artificer

Double strike (This creature deals both first-strike and regular combat damage.)

When Scrapper Champion enters the battlefield, you get {E}{E} (two energy counters).

Whenever Scrapper Champion attacks, you may pay {E}{E}. If you do, put a +1/+1 counter on it.

2/2
Scrapyard Steelbreaker {3}{R}

Artifact Creature — Human Warrior

{1}, Sacrifice another artifact: Scrapyard Steelbreaker gets +2/+1 until end of turn.

3/4
Scribe of the Mindful {2}{U}

Creature — Human Cleric

{1}, {T}, Sacrifice Scribe of the Mindful: Return target instant or sorcery card from your graveyard to your hand.

2/2
Scrivener {4}{U}

Creature — Human Wizard

When Scrivener enters the battlefield, you may return target instant card from your graveyard to your hand.

2/2
Sea Gate Oracle {2}{U}

Creature — Human Wizard

When Sea Gate Oracle enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.

1/3
Sea Gate Stormcaller {1}{U}

Creature — Human Wizard

Kicker {4}{U}

When Sea Gate Stormcaller enters the battlefield, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If Sea Gate Stormcaller was kicked, copy that spell twice instead. You may choose new targets for the copies.

2/1
Seahunter {2}{U}{U}

Creature — Human Mercenary

{3}, {T}: Search your library for a Merfolk permanent card, put it onto the battlefield, then shuffle.

2/2
Search Party Captain {3}{W}

Creature — Human Soldier

This spell costs {1} less to cast for each creature you attacked with this turn.

When Search Party Captain enters the battlefield, draw a card.

2/2
Searing Spear Askari {2}{R}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{1}{R}: Searing Spear Askari gains menace until end of turn. (It can’t be blocked except by two or more creatures.)

2/2
Seasoned Consultant {1}{W}

Creature — Human Detective

Whenever you attack with three or more creatures, Seasoned Consultant gets +2/+0 until end of turn.

1/3
Seasoned Dungeoneer {3}{W}

Creature — Human Warrior

When Seasoned Dungeoneer enters the battlefield, you take the initiative.

Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it’s a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

3/4
Seasoned Hallowblade {1}{W}

Creature — Human Warrior

Discard a card: Tap Seasoned Hallowblade. It gains indestructible until end of turn. (Damage and effects that say “destroy” don’t destroy it.)

3/1
Seasoned Marshal {2}{W}{W}

Creature — Human Soldier

Whenever Seasoned Marshal attacks, you may tap target creature.

2/2
Seasoned Pyromancer {1}{R}{R}

Creature — Human Shaman

When Seasoned Pyromancer enters the battlefield, discard two cards, then draw two cards. For each nonland card discarded this way, create a 1/1 red Elemental creature token.

{3}{R}{R}, Exile Seasoned Pyromancer from your graveyard: Create two 1/1 red Elemental creature tokens.

2/2
Seasoned Tactician {2}{W}

Creature — Human Advisor

{3}, Exile the top four cards of your library: The next time a source of your choice would deal damage to you this turn, prevent that damage.

1/3
Sedgemoor Witch {2}{B}

Creature — Human Warlock

Menace

Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.)

Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 1/1 black and green Pest creature token with “When this creature dies, you gain 1 life.”

3/2
Seeker of Insight {1}{U}

Creature — Human Wizard

{T}: Draw a card, then discard a card. Activate only if you’ve cast a noncreature spell this turn.

1/3
Seeker of the Way {1}{W}

Creature — Human Warrior

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

Whenever you cast a noncreature spell, Seeker of the Way gains lifelink until end of turn.

2/2
Seekers' Squire {1}{B}

Creature — Human Scout

When Seekers’ Squire enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it’s a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)

1/2
Sefris of the Hidden Ways {W}{U}{B}

Legendary Creature — Human Wizard

Whenever one or more creature cards are put into your graveyard from anywhere, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.)

Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.

2/3
Seismic Mage {3}{R}

Creature — Human Spellshaper

{2}{R}, {T}, Discard a card: Destroy target land.

1/1
Selfless Cathar {W}

Creature — Human Cleric

{1}{W}, Sacrifice Selfless Cathar: Creatures you control get +1/+1 until end of turn.

1/1
Selfless Exorcist {3}{W}{W}

Creature — Human Cleric

{T}: Exile target creature card from a graveyard. That card deals damage equal to its power to Selfless Exorcist.

3/4
Selfless Glyphweaver {2}{W}

Creature — Human Cleric

Exile Selfless Glyphweaver: Creatures you control gain indestructible until end of turn.

2/3
Deadly Vanity {5}{B}{B}{B}

Sorcery

Choose a creature or planeswalker, then destroy all other creatures and planeswalkers.

Selfless Squire {3}{W}

Creature — Human Soldier

Flash

When Selfless Squire enters the battlefield, prevent all damage that would be dealt to you this turn.

Whenever damage that would be dealt to you is prevented, put that many +1/+1 counters on Selfless Squire.

1/1
Selhoff Occultist {2}{U}

Creature — Human Rogue

Whenever Selhoff Occultist or another creature dies, target player mills a card.

2/3
Seller of Songbirds {2}{W}

Creature — Human

When Seller of Songbirds enters the battlefield, create a 1/1 white Bird creature token with flying.

1/2
Sell-Sword Brute {1}{R}

Creature — Human Mercenary

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

2/2
Senate Guildmage {W}{U}

Creature — Human Wizard

{W}, {T}: You gain 2 life.

{U}, {T}: Draw a card, then discard a card.

2/2
Senator Peacock {3}{U}{U}

Legendary Creature — Human Advisor

Artifacts you control are Clues in addition to their other types and have “{2}, Sacrifice this artifact: Draw a card.”

Whenever you sacrifice a Clue, target creature can’t be blocked this turn.

3/4
Sengir Autocrat {3}{B}

Creature — Human

When Sengir Autocrat enters the battlefield, create three 0/1 black Serf creature tokens.

When Sengir Autocrat leaves the battlefield, exile all Serf tokens.

2/2
Sentinel Sarah Lyons {3}{R}{W}

Legendary Creature — Human Knight

Haste

As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2.

Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal to the number of artifacts you control to target player.

4/4
Sen Triplets {2}{W}{U}{B}

Legendary Artifact Creature — Human Wizard

At the beginning of your upkeep, choose target opponent. This turn, that player can’t cast spells or activate abilities and plays with their hand revealed. You may play lands and cast spells from that player’s hand this turn.

3/3
Separatist Voidmage {3}{U}

Creature — Human Wizard

When Separatist Voidmage enters the battlefield, you may return target creature to its owner’s hand.

2/2
Serendib Sorcerer {1}{U}{U}

Creature — Human Wizard

{T}: Target creature other than Serendib Sorcerer has base power and toughness 0/2 until end of turn.

1/1
Serene Master {1}{W}

Creature — Human Monk

Whenever Serene Master blocks, exchange its power and the power of target creature it’s blocking until end of combat.

0/2
Serene Sleuth {1}{W}

Creature — Human Detective

When Serene Sleuth enters the battlefield, investigate. (Create a Clue token. It’s an artifact with “{2}, Sacrifice this artifact: Draw a card.”)

At the beginning of combat on your turn, investigate for each goaded creature you control. Then each creature you control is no longer goaded.

2/2
Serene Steward {1}{W}

Creature — Human Cleric Ally

Whenever you gain life, you may pay {W}. If you do, put a +1/+1 counter on target creature.

2/2
Sergeant-at-Arms {2}{W}

Creature — Human Soldier

Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.)

When Sergeant-at-Arms enters the battlefield, if it was kicked, create two 1/1 white Soldier creature tokens.

2/3
Sergeant John Benton {1}{G}{W}

Legendary Creature — Human Soldier

Trample, haste

Share Intelligence — Whenever Sergeant John Benton deals combat damage to a player, you and that player each draw that many cards.

2/4