2821 – 2880 of 3,628 cards where the card types include “human”

Sidar Jabari {3}{W}

Legendary Creature — Human Knight

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

Whenever Sidar Jabari attacks, tap target creature defending player controls.

2/2
Sidar Jabari of Zhalfir {1}{W}{U}{B}

Legendary Creature — Human Knight

Eminence — Whenever you attack with one or more Knights, if Sidar Jabari of Zhalfir is in the command zone or on the battlefield, draw a card, then discard a card.

Flying, first strike

Whenever Sidar Jabari deals combat damage to a player, return target Knight creature card from your graveyard to the battlefield.

4/3
Sidar Kondo of Jamuraa {2}{G}{W}

Legendary Creature — Human Knight

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

Creatures your opponents control without flying or reach can’t block creatures with power 2 or less.

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

2/5
Siege Striker {2}{W}

Creature — Human Soldier

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

Whenever Siege Striker attacks, you may tap any number of untapped creatures you control. Siege Striker gets +1/+1 until end of turn for each creature tapped this way.

1/1
Siege Veteran {2}{W}

Creature — Human Soldier

At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.

Whenever another nontoken Soldier you control dies, create a 1/1 colorless Soldier artifact creature token.

2/2
Sierra, Nuka's Biggest Fan {3}{W}

Legendary Creature — Human Citizen

The Nuka-Cola Challenge — Whenever one or more creatures you control deal combat damage to a player, put a quest counter on Sierra, Nuka’s Biggest Fan and create a Food token.

Whenever you sacrifice a Food, target creature you control gets +X/+X until end of turn, where X is the number of quest counters on Sierra.

3/4
Sigardian Evangel {1}{W}

Creature — Human Cleric

When Sigardian Evangel enters the battlefield, conjure a card named Sigardian Evangel into your hand. Discard that card at the beginning of the next end step.

When Sigardian Evangel enters the battlefield, tap target permanent you don’t control.

3/1
Sigardian Paladin {2}{G}{W}

Creature — Human Knight

As long as you’ve put one or more +1/+1 counters on a creature this turn, Sigardian Paladin has trample and lifelink.

{1}{G}{W}: Target creature you control with a +1/+1 counter on it gains trample and lifelink until end of turn.

4/4
Sigardian Priest {1}{W}

Creature — Human Cleric

{1}, {T}: Tap target non-Human creature.

1/2
Sigardian Zealot {4}{G}

Creature — Human Cleric

At the beginning of combat on your turn, choose any number of creatures with different powers. Each of them gets +X/+X and gains vigilance until end of turn, where X is Sigardian Zealot’s power.

3/3
Sighted-Caste Sorcerer {1}{W}

Creature — Human Wizard

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

{U}: Sighted-Caste Sorcerer gains shroud until end of turn. (It can’t be the target of spells or abilities.)

1/1
Sightless Brawler {1}{W}

Enchantment Creature — Human Warrior

Bestow {4}{W} (If you cast this card for its bestow cost, it’s an Aura spell with enchant creature. It becomes a creature again if it’s not attached to a creature.)

Sightless Brawler can’t attack alone.

Enchanted creature gets +3/+2 and can’t attack alone.

3/2
Sigiled Contender {3}{W}

Creature — Human Warrior

Sigiled Contender has lifelink as long as it has a +1/+1 counter on it. (Damage dealt by this creature also causes you to gain that much life.)

3/3
Sigiled Paladin {W}{W}

Creature — Human Knight

First strike

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

2/2
Sigiled Sentinel {2}{W}

Creature — Human Knight

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.)

Vigilance

2/2
Sigrid, God-Favored {1}{W}{W}

Legendary Creature — Human Warrior

Flash

First strike, protection from God creatures

When Sigrid, God-Favored enters the battlefield, exile up to one target attacking or blocking creature until Sigrid leaves the battlefield.

2/2
Silas Renn, Seeker Adept {1}{U}{B}

Legendary Artifact Creature — Human

Deathtouch

Whenever Silas Renn, Seeker Adept deals combat damage to a player, choose target artifact card in your graveyard. You may cast that card this turn.

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

2/2
Silent Assassin {B}{B}

Creature — Human Mercenary Assassin

{3}{B}: Destroy target blocking creature at end of combat.

2/1
Silent Attendant {2}{W}

Creature — Human Cleric

{T}: You gain 1 life.

0/2
Silumgar Assassin {1}{B}

Creature — Human Assassin

Creatures with power greater than Silumgar Assassin’s power can’t block it.

Megamorph {2}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)

When Silumgar Assassin is turned face up, destroy target creature with power 3 or less an opponent controls.

2/1
Silumgar Sorcerer {1}{U}{U}

Creature — Human Wizard

Flash (You may cast this spell any time you could cast an instant.)

Flying

Exploit (When this creature enters the battlefield, you may sacrifice a creature.)

When Silumgar Sorcerer exploits a creature, counter target creature spell.

2/1
Silverblade Paladin {1}{W}{W}

Creature — Human Knight

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Silverblade Paladin is paired with another creature, both creatures have double strike.

2/2
Silverflame Squire {1}{W}

Creature — Human Soldier

2/1
On Alert {2}{W}

Instant — Adventure

Target creature gets +2/+2 until end of turn. Untap it. (Then exile this card. You may cast the creature later from exile.)

Silver Knight {W}{W}

Creature — Human Knight

First strike, protection from red

2/2
Silverquill Apprentice {W}{B}

Creature — Human Warlock

Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature gets +1/+0 until end of turn.

2/2
Silverquill Silencer {W}{B}

Creature — Human Cleric

As Silverquill Silencer enters the battlefield, choose a nonland card name.

Whenever an opponent casts a spell with the chosen name, they lose 3 life and you draw a card.

3/2
Silverwing Squadron {5}{W}

Creature — Human Knight

Flying, vigilance

Silverwing Squadron’s power and toughness are each equal to the number of creatures you control.

Whenever Silverwing Squadron attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.

*/*
Sima Yi, Wei Field Marshal {5}{B}

Legendary Creature — Human Soldier

Sima Yi, Wei Field Marshal’s power is equal to the number of Swamps you control.

*/4
Simic Initiate {G}

Creature — Human Mutant

Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)

0/0
Simon, Wild Magic Sorcerer {2}{U}

Legendary Creature — Human Elf Shaman

Whenever you cast an instant or sorcery spell with mana value 3 or greater, roll a d20.

1-9 | Each player draws a card.

10-19 | You draw a card.

20 | Copy that spell. You may choose new targets for the copy.

1/1
Sin Collector {1}{W}{B}

Creature — Human Cleric

When Sin Collector enters the battlefield, target opponent reveals their hand. You choose an instant or sorcery card from it and exile that card.

2/1
Sindbad {1}{U}

Creature — Human

{T}: Draw a card and reveal it. If it isn’t a land card, discard it.

1/1
Sinister Concierge {1}{U}

Creature — Human Wizard

When Sinister Concierge dies, you may exile it and put three time counters on it. If you do, exile up to one target creature and put three time counters on it. Each card exiled this way that doesn’t have suspend gains suspend. (For each card with suspend, its owner removes a time counter from it at the beginning of their upkeep. When the last is removed, they may cast it without paying its mana cost. Those creature spells have haste.)

2/1
Siona, Captain of the Pyleas {1}{G}{W}

Legendary Creature — Human Soldier

When Siona, Captain of the Pyleas enters the battlefield, look at the top seven cards of your library. You may reveal an Aura card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token.

2/2
Sir Shandlar of Eberyn {4}{G}{W}

Legendary Creature — Human Knight

4/7
Sisay, Weatherlight Captain {2}{W}

Legendary Creature — Human Soldier

Sisay, Weatherlight Captain gets +1/+1 for each color among other legendary permanents you control.

{W}{U}{B}{R}{G}: Search your library for a legendary permanent card with mana value less than Sisay’s power, put that card onto the battlefield, then shuffle.

2/2
Sister Hospitaller {4}{W}{B}

Creature — Human Cleric

Medicus Ministorum — When Sister Hospitaller enters the battlefield, return target creature card from your graveyard to the battlefield. You gain life equal to its mana value.

3/2
Sister of Silence {4}{U}

Creature — Human Knight

Flash

Psychic Abomination — When Sister of Silence enters the battlefield, counter target instant spell, sorcery spell, activated ability, or triggered ability.

3/3
Sister Repentia {3}{W}{B}

Creature — Human Warrior

Martyrdom — When Sister Repentia dies, you gain 2 life and draw two cards.

Miracle {W}{B} (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)

5/1
Sisters of the Flame {1}{R}{R}

Creature — Human Shaman

{T}: Add {R}.

2/2
Sivitri Scarzam {5}{U}{B}

Legendary Creature — Human

6/4
Sizzling Soloist {3}{R}

Creature — Human Citizen

Alliance — Whenever another creature enters the battlefield under your control, target creature an opponent controls can’t block this turn. If this is the second time this ability has resolved this turn, that creature attacks during its controller’s next combat phase if able.

3/2
Skaab Wrangler {1}{U}

Creature — Human Wizard

Tap three untapped creatures you control: Tap target creature.

2/1
Skarrgan Pit-Skulk {G}

Creature — Human Warrior

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

Creatures with power less than Skarrgan Pit-Skulk’s power can’t block it.

1/1
Skarrg Guildmage {R}{G}

Creature — Human Shaman

{R}{G}: Creatures you control gain trample until end of turn.

{1}{R}{G}: Target land you control becomes a 4/4 Elemental creature until end of turn. It’s still a land.

2/2
Skill Borrower {2}{U}

Artifact Creature — Human Wizard

Play with the top card of your library revealed.

As long as the top card of your library is an artifact or creature card, Skill Borrower has all activated abilities of that card. (If any of the abilities use that card’s name, use this creature’s name instead.)

1/3
Skilled Animator {2}{U}

Creature — Human Artificer

When Skilled Animator enters the battlefield, target artifact you control becomes an artifact creature with base power and toughness 5/5 for as long as Skilled Animator remains on the battlefield.

1/3
Skinshifter {1}{G}

Creature — Human Shaman

{G}: Choose one. Activate only once each turn.

• Until end of turn, Skinshifter becomes a Rhino with base power and toughness 4/4 and gains trample.

• Until end of turn, Skinshifter becomes a Bird with base power and toughness 2/2 and gains flying.

• Until end of turn, Skinshifter becomes a Plant with base power and toughness 0/8.

1/1
Skirk Alarmist {1}{R}

Creature — Human Wizard

Haste

{T}: Turn target face-down creature you control face up. At the beginning of the next end step, sacrifice it.

1/2
Skirsdag Cultist {2}{R}{R}

Creature — Human Shaman

{R}, {T}, Sacrifice a creature: Skirsdag Cultist deals 2 damage to any target.

2/2
Skirsdag Flayer {1}{B}

Creature — Human Cleric

{3}{B}, {T}, Sacrifice a Human: Destroy target creature.

1/1
Skirsdag High Priest {1}{B}

Creature — Human Cleric

Morbid{T}, Tap two untapped creatures you control: Create a 5/5 black Demon creature token with flying. Activate only if a creature died this turn.

1/2
Skirsdag Supplicant {2}{B}

Creature — Human Cleric

{B}, {T}, Discard a card: Each player loses 2 life.

2/3
Skull Prophet {B}{G}

Creature — Human Druid

{T}: Add {B} or {G}.

{T}: Mill two cards.

3/1
Sky-Blessed Samurai {6}{W}

Enchantment Creature — Human Samurai

This spell costs {1} less to cast for each enchantment you control.

Flying

4/4
Sky Hussar {3}{W}{U}

Creature — Human Knight

Flying

When Sky Hussar enters the battlefield, untap all creatures you control.

Forecast — Tap two untapped white and/or blue creatures you control, Reveal Sky Hussar from your hand: Draw a card. (Activate only during your upkeep and only once each turn.)

4/3
Skyknight Legionnaire {1}{R}{W}

Creature — Human Knight

Flying, haste

2/2
Skyknight Vanguard {R}{W}

Creature — Human Knight

Flying

Whenever Skyknight Vanguard attacks, create a 1/1 white Soldier creature token that’s tapped and attacking.

1/2
Skyline Scout {1}{W}

Creature — Human Scout

Whenever Skyline Scout attacks, you may pay {1}{W}. If you do, it gains flying until end of turn.

2/1
Skyrider Trainee {4}{W}

Creature — Human Soldier

Skyrider Trainee has flying as long as it’s enchanted.

3/3