2761 – 2820 of 3,628 cards where the card types include “human”

Serra Ascendant {W}

Creature — Human Monk

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

As long as you have 30 or more life, Serra Ascendant gets +5/+5 and has flying.

1/1
Serra Inquisitors {4}{W}

Creature — Human Cleric

Whenever Serra Inquisitors blocks or becomes blocked by one or more black creatures, Serra Inquisitors gets +2/+0 until end of turn.

3/3
Serra Paladin {2}{W}{W}

Creature — Human Knight

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

{1}{W}{W}, {T}: Target creature gains vigilance until end of turn.

2/2
Serra Zealot {W}

Creature — Human Soldier

First strike

1/1
Servant of Nefarox {2}{B}

Creature — Human Cleric

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

3/1
Servant of the Scale {G}

Creature — Human Soldier

Servant of the Scale enters the battlefield with a +1/+1 counter on it.

When Servant of the Scale dies, put X +1/+1 counters on target creature you control, where X is the number of +1/+1 counters on Servant of the Scale.

0/0
Servant of the Stinger {1}{B}

Creature — Human Warlock

Deathtouch

Whenever Servant of the Stinger deals combat damage to a player, if you’ve committed a crime this turn, you may sacrifice Servant of the Stinger. If you do, search your library for a card, put it into your hand, then shuffle. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

1/3
Setessan Battle Priest {1}{W}

Creature — Human Cleric

Heroic — Whenever you cast a spell that targets Setessan Battle Priest, you gain 2 life.

1/3
Setessan Champion {2}{G}

Creature — Human Warrior

Constellation — Whenever an enchantment enters the battlefield under your control, put a +1/+1 counter on Setessan Champion and draw a card.

1/3
Setessan Petitioner {1}{G}{G}

Creature — Human Druid

When Setessan Petitioner enters the battlefield, you gain life equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.)

2/2
Setessan Skirmisher {1}{G}

Creature — Human Warrior

Constellation — Whenever an enchantment enters the battlefield under your control, Setessan Skirmisher gets +1/+1 until end of turn.

2/1
Setessan Starbreaker {3}{G}

Creature — Human Warrior

When Setessan Starbreaker enters the battlefield, you may destroy target Aura.

2/1
Sevinne, the Chronoclasm {2}{U}{R}{W}

Legendary Creature — Human Wizard

Prevent all damage that would be dealt to Sevinne, the Chronoclasm.

Whenever you cast your first instant or sorcery spell from your graveyard each turn, copy that spell. You may choose new targets for the copy.

2/2
Shackle Slinger {2}{U}

Creature — Human Soldier

Whenever you cast your second spell each turn, choose target creature an opponent controls. If it’s tapped, put a stun counter on it. Otherwise, tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

3/2
Shadewing Laureate {W}{W/B}{B}

Creature — Human Warlock

Flying

Whenever another creature you control with flying dies, put a +1/+1 counter on target creature you control.

2/2
Shadowborn Apostle {B}

Creature — Human Cleric

A deck can have any number of cards named Shadowborn Apostle.

{B}, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.

1/1
Shadow Guildmage {B}

Creature — Human Wizard

{U}, {T}: Put target creature you control on top of its owner’s library.

{R}, {T}: Shadow Guildmage deals 1 damage to any target and 1 damage to you.

1/1
Shadowheart, Dark Justiciar {3}{B}

Legendary Creature — Human Elf Cleric

{1}{B}, {T}, Sacrifice another creature: Draw X cards, where X is that creature’s power.

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

3/4
Shadowheart, Sharran Cleric {1}{B}

Legendary Creature — Human Elf Cleric

Deathtouch

Specialize {2}. Activate only if a player has 13 or less life.

At the beginning of your end step, Shadowheart, Sharran Cleric deals 1 damage to each player.

2/2
Shadowmage Infiltrator {1}{U}{B}

Creature — Human Wizard

Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.)

Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.

1/3
Shadow-Rite Priest {1}{B}

Creature — Human Cleric

Other Clerics you control get +1/+1.

{3}{B}{B}, {T}, Sacrifice another Cleric: Search your library for a black creature card, put it onto the battlefield, then shuffle.

2/2
Shadowstorm Vizier {U}{B}

Creature — Human Cleric

Flying

Whenever you cycle or discard a card, Shadowstorm Vizier gets +1/+1 until end of turn.

1/3
Shady Traveler {2}{B}

Creature — Human Werewolf

Menace (This creature can’t be blocked except by two or more creatures.)

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/3
Stalking Predator

Creature — Werewolf

Menace (This creature can’t be blocked except by two or more creatures.)

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/4
Shaile, Dean of Radiance {1}{W}

Legendary Creature — Bird Cleric

Flying, vigilance

{T}: Put a +1/+1 counter on each creature that entered the battlefield under your control this turn.

1/1
Embrose, Dean of Shadow {2}{B}{B}

Legendary Creature — Human Warlock

{T}: Put a +1/+1 counter on another target creature, then Embrose, Dean of Shadow deals 2 damage to that creature.

Whenever a creature you control with a +1/+1 counter on it dies, draw a card.

4/4
Shaman of Forgotten Ways {2}{G}

Creature — Human Shaman

{T}: Add two mana in any combination of colors. Spend this mana only to cast creature spells.

Formidable{9}{G}{G}, {T}: Each player’s life total becomes the number of creatures they control. Activate only if creatures you control have total power 8 or greater.

2/3
Shanid, Sleepers' Scourge {1}{R}{W}{B}

Legendary Creature — Human Knight

Menace

Other legendary creatures you control have menace.

Whenever you play a legendary land or cast a legendary spell, you draw a card and you lose 1 life.

2/4
Shanna, Purifying Blade {G}{W}{U}

Legendary Creature — Human Warrior

Lifelink

At the beginning of your end step, you may pay {X}. If you do, draw X cards. X can’t be greater than the amount of life you gained this turn.

3/3
Shanna, Sisay's Legacy {G}{W}

Legendary Creature — Human Warrior

Shanna, Sisay’s Legacy can’t be the target of abilities your opponents control.

Shanna gets +1/+1 for each creature you control.

0/0
Shaper Guildmage {U}

Creature — Human Wizard

{W}, {T}: Target creature gains first strike until end of turn.

{B}, {T}: Target creature gets +1/+0 until end of turn.

1/1
Shardless Agent {1}{G}{U}

Artifact Creature — Human Rogue

Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)

2/2
Sharp-Eyed Rookie {1}{G}

Creature — Human Detective

Vigilance

Whenever a creature enters the battlefield under your control, if its power is greater than Sharp-Eyed Rookie’s power or its toughness is greater than Sharp-Eyed Rookie’s toughness, put a +1/+1 counter on Sharp-Eyed Rookie and investigate. (Create a Clue token. It’s an artifact with “{2}, Sacrifice this artifact: Draw a card.”)

2/2
Shauku's Minion {1}{B}{R}

Creature — Human Minion

{B}{R}, {T}: Shauku’s Minion deals 2 damage to target white creature.

2/2
Shaun, Father of Synths {3}{U}{R}

Legendary Creature — Human Scientist

Whenever you attack, you may create a tapped and attacking token that’s a copy of target attacking legendary creature you control other than Shaun, except it’s not legendary and it’s a Synth artifact creature in addition to its other types.

When Shaun leaves the battlefield, exile all Synth tokens you control.

3/4
Shepherd of the Flock {1}{W}

Creature — Human Peasant

3/1
Usher to Safety {W}

Instant — Adventure

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

Sheriff of Safe Passage {2}{W}

Creature — Human Knight

Sheriff of Safe Passage enters the battlefield with a +1/+1 counter on it plus an additional +1/+1 counter on it for each other creature you control.

Plot {1}{W} (You may pay {1}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

0/0
Shessra, Death's Whisper {2}{B}{G}

Legendary Creature — Human Elf Warlock

Bewitching Whispers — When Shessra, Death’s Whisper enters the battlefield, target creature blocks this turn if able.

Whispers of the Grave — At the beginning of your end step, if a creature died this turn, you may pay 2 life. If you do, draw a card.

1/3
Shield Bearer {1}{W}

Creature — Human Soldier

Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature’s combat damage, not its controller, among any of the creatures it’s being blocked by or is blocking.)

0/3
Shield Dancer {2}{W}

Creature — Human Rebel

{2}{W}: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.

1/3
Shieldmage Advocate {2}{W}

Creature — Human Cleric

{T}: Return target card from an opponent’s graveyard to their hand. Prevent all damage that would be dealt to any target this turn by a source of your choice.

1/3
Shieldmage Elder {5}{W}

Creature — Human Cleric Wizard

Tap two untapped Clerics you control: Prevent all damage target creature would deal this turn.

Tap two untapped Wizards you control: Prevent all damage target spell would deal this turn.

2/3
Shield Mate {W}

Creature — Human Soldier

Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn.

1/1
Shipwreck Looter {1}{U}

Creature — Human Pirate

Raid — When Shipwreck Looter enters the battlefield, if you attacked this turn, you may draw a card. If you do, discard a card.

2/1
Shipwreck Sentry {1}{U}

Creature — Human Pirate

Defender

As long as an artifact entered the battlefield under your control this turn, Shipwreck Sentry can attack as though it didn’t have defender.

3/3
Shivan Emissary {2}{R}

Creature — Human Wizard

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

When Shivan Emissary enters the battlefield, if it was kicked, destroy target nonblack creature. It can’t be regenerated.

1/1
Shock Troops {3}{R}

Creature — Human Soldier

Sacrifice Shock Troops: It deals 2 damage to any target.

2/2
Shortcut Seeker {3}{U}

Creature — Human Rogue

Whenever Shortcut Seeker deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)

2/5
Shrine Keeper {W}{W}

Creature — Human Cleric

2/2
Shu Cavalry {2}{W}

Creature — Human Soldier

Horsemanship (This creature can’t be blocked except by creatures with horsemanship.)

2/2
Shu Defender {2}{W}

Creature — Human Soldier

Whenever Shu Defender blocks, it gets +0/+2 until end of turn.

2/2
Shu Elite Companions {4}{W}

Creature — Human Soldier

Horsemanship (This creature can’t be blocked except by creatures with horsemanship.)

3/3
Shu Elite Infantry {3}{W}

Creature — Human Soldier

3/3
Shu Farmer {1}{W}

Creature — Human

{T}: You gain 1 life. Activate only during your turn, before attackers are declared.

1/1
Shu Foot Soldiers {2}{W}

Creature — Human Soldier

2/3
Shu General {3}{W}

Creature — Human Soldier

Vigilance; horsemanship (This creature can’t be blocked except by creatures with horsemanship.)

2/2
Shu Grain Caravan {2}{W}

Creature — Human Soldier

When Shu Grain Caravan enters the battlefield, you gain 2 life.

2/2
Shu Soldier-Farmers {4}{W}

Creature — Human Soldier

When Shu Soldier-Farmers enters the battlefield, you gain 4 life.

2/4
Shu Yun, the Silent Tempest {2}{U}

Legendary Creature — Human Monk

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

Whenever you cast a noncreature spell, you may pay {R/W}{R/W}. If you do, target creature gains double strike until end of turn.

3/2
Sibylline Soothsayer {2}{R}

Creature — Human Warlock

Temporal Foresight — When Sibylline Soothsayer enters the battlefield, reveal cards from the top of your library until you reveal a nonland card with mana value 3 or greater. Exile that card with three time counters on it. If it doesn’t have suspend, it gains suspend. Put the rest of the revealed cards on the bottom of your library in a random order.

3/2
Sicarian Infiltrator {2}{U}

Artifact Creature — Human Soldier

Flash

Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)

Benediction of the Omnissiah — When Sicarian Infiltrator enters the battlefield, draw a card.

1/2
Sickle Dancer {2}{B}

Creature — Human Warrior

Whenever Sickle Dancer attacks, if your team controls another Warrior, Sickle Dancer gets +1/+1 until end of turn.

3/2