3061 – 3120 of 3,637 cards where the card types include “human”

Sun Ce, Young Conquerer {3}{U}{U}

Legendary Creature — Human Soldier

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

When Sun Ce, Young Conquerer enters the battlefield, you may return target creature to its owner’s hand.

3/3
Suncleanser {1}{W}

Creature — Human Cleric

When Suncleanser enters the battlefield, choose one —

• Remove all counters from target creature. It can’t have counters put on it for as long as Suncleanser remains on the battlefield.

• Target opponent loses all counters. That player can’t get counters for as long as Suncleanser remains on the battlefield.

1/4
Sungold Sentinel {1}{W}

Creature — Human Soldier

Whenever Sungold Sentinel enters the battlefield or attacks, exile up to one target card from a graveyard.

Coven{1}{W}: Choose a color. Sungold Sentinel gains hexproof from that color until end of turn and can’t be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.

3/2
Sunhome Guildmage {R}{W}

Creature — Human Wizard

{1}{R}{W}: Creatures you control get +1/+0 until end of turn.

{2}{R}{W}: Create a 1/1 red and white Soldier creature token with haste.

2/2
Sunhome Stalwart {1}{W}

Creature — Human Soldier

First strike

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

2/2
Sunlit Hoplite {1}{W}

Creature — Human Soldier

As long as it’s your turn, Sunlit Hoplite has first strike.

Sunlit Hoplite gets +1/+0 as long as you control an Elspeth planeswalker.

2/1
Sun Quan, Lord of Wu {4}{U}{U}

Legendary Creature — Human Soldier

Creatures you control have horsemanship. (They can’t be blocked except by creatures with horsemanship.)

4/4
Sunrise Cavalier {1}{R}{W}

Creature — Human Knight

Trample, haste

If it’s neither day nor night, it becomes day as Sunrise Cavalier enters the battlefield.

Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.

3/3
Sunrise Seeker {4}{W}

Creature — Human Scout

Vigilance

When Sunrise Seeker 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.)

3/3
Sunscape Apprentice {W}

Creature — Human Wizard

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

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

1/1
Sunscape Battlemage {2}{W}

Creature — Human Wizard

Kicker {1}{G} and/or {2}{U} (You may pay an additional {1}{G} and/or {2}{U} as you cast this spell.)

When Sunscape Battlemage enters the battlefield, if it was kicked with its {1}{G} kicker, destroy target creature with flying.

When Sunscape Battlemage enters the battlefield, if it was kicked with its {2}{U} kicker, draw two cards.

2/2
Sunscape Master {2}{W}{W}

Creature — Human Wizard

{G}{G}, {T}: Creatures you control get +2/+2 until end of turn.

{U}{U}, {T}: Return target creature to its owner’s hand.

2/2
Sunscourge Champion {2}{W}

Creature — Human Wizard

When Sunscourge Champion enters the battlefield, you gain life equal to its power.

Eternalize—{2}{W}{W}, Discard a card. ({2}{W}{W}, Discard a card, Exile this card from your graveyard: Create a token that’s a copy of it, except it’s a 4/4 black Zombie Human Wizard with no mana cost. Eternalize only as a sorcery.)

2/3
Sunseed Nurturer {2}{W}

Creature — Human Druid Wizard

At the beginning of your end step, if you control a creature with power 5 or greater, you may gain 2 life.

{T}: Add {C}.

1/1
Sun Sentinel {1}{W}

Creature — Human Soldier

Vigilance (Attacking doesn’t cause this creature to tap.)

2/2
Sunshot Militia {1}{R}

Creature — Human Soldier

Tap two untapped artifacts and/or creatures you control: Sunshot Militia deals 1 damage to each opponent. Activate only as a sorcery.

1/3
Sunspire Gatekeepers {3}{W}

Creature — Human Soldier

When Sunspire Gatekeepers enters the battlefield, if you control two or more Gates, create a 2/2 white Knight creature token with vigilance.

2/4
Sunstrike Legionnaire {1}{W}

Creature — Human Soldier

Sunstrike Legionnaire doesn’t untap during your untap step.

Whenever another creature enters the battlefield, untap Sunstrike Legionnaire.

{T}: Tap target creature with mana value 3 or less.

1/2
Suppressor Skyguard {2}{W}{U}

Creature — Human Knight

Flying

Whenever a player attacks you, if that player has another opponent who isn’t being attacked, prevent all combat damage that would be dealt to you this combat.

2/4
Supreme Inquisitor {3}{U}{U}

Creature — Human Wizard

Tap five untapped Wizards you control: Search target player’s library for up to five cards and exile them. Then that player shuffles.

1/3
Suq'Ata Assassin {1}{B}{B}

Creature — Human Assassin

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

Whenever Suq'Ata Assassin attacks and isn’t blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)

1/1
Suq'Ata Firewalker {1}{U}{U}

Creature — Human Wizard

Suq'Ata Firewalker can’t be the target of red spells or abilities from red sources.

{T}: Suq'Ata Firewalker deals 1 damage to any target.

0/1
Suq'Ata Lancer {2}{R}

Creature — Human Knight

Haste

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

2/2
Surging Sentinels {2}{W}

Creature — Human Soldier

First strike

Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs. Put the rest on the bottom of your library.)

2/1
Surrak and Goreclaw {4}{G}{G}

Legendary Creature — Human Bear

Trample

Other creatures you control have trample.

Whenever another nontoken creature enters the battlefield under your control, put a +1/+1 counter on it. It gains haste until end of turn.

6/5
Surrak Dragonclaw {2}{G}{U}{R}

Legendary Creature — Human Warrior

Flash

This spell can’t be countered.

Creature spells you control can’t be countered.

Other creatures you control have trample.

6/6
Surrak, the Hunt Caller {2}{G}{G}

Legendary Creature — Human Warrior

Formidable — At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn.

5/4
Survivor of Korlis {W}

Creature — Human Soldier

First strike

{1}{W}, Exile Survivor of Korlis from your graveyard: Scry 2.

1/1
Survivor of the Unseen {2}{U}

Creature — Human Wizard

Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

{T}: Draw two cards, then put a card from your hand on top of your library.

2/1
Suspicious Nanny {4}{U}

Creature — Human Spy Rigger

Whenever Suspicious Nanny deals combat damage to a player, it reassembles target Contraption that player controls. (Gain control of it and move it onto one of your sprockets.)

3/4
Suspicious Stowaway {1}{U}

Creature — Human Rogue Werewolf

Suspicious Stowaway can’t be blocked.

Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card.

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

1/1
Seafaring Werewolf

Creature — Werewolf

Seafaring Werewolf can’t be blocked.

Whenever Seafaring Werewolf deals combat damage to a player, draw a card.

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

2/1
Swaggering Corsair {2}{R}

Creature — Human Pirate

Raid — Swaggering Corsair enters the battlefield with a +1/+1 counter on it if you attacked this turn.

2/2
Swarm Saboteur {1}{B}

Creature — Human Ninja

Ninjutsu {B}

Deathtouch

Whenever Swarm Saboteur deals combat damage to a player, conjure a card named Virus Beetle into your hand.

2/2
Sweatworks Brawler {3}{R}

Creature — Human Artificer

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you’re done activating mana abilities pays for {1}.)

Menace

3/3
Sweettooth Witch {2}{B}

Creature — Human Warlock

When Sweettooth Witch enters the battlefield, create a Food token. (It’s an artifact with “{2}, {T}, Sacrifice this artifact: You gain 3 life.”)

{2}, Sacrifice a Food: Target player loses 2 life.

3/2
Swiftblade Vindicator {R}{W}

Creature — Human Soldier

Double strike, vigilance, trample

1/1
Sword Dancer {1}{W}

Creature — Human Rebel

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

1/2
Swordsworn Cavalier {1}{W}

Creature — Human Knight

Swordsworn Cavalier has first strike as long as another Knight entered the battlefield under your control this turn.

3/1
Sworn Defender {2}{W}{W}

Creature — Human Knight

{1}: Sworn Defender’s power becomes the toughness of target creature blocking or being blocked by Sworn Defender minus 1 until end of turn, and Sworn Defender’s toughness becomes 1 plus the power of that creature until end of turn.

1/3
Sydri, Galvanic Genius {W}{U}{B}

Legendary Creature — Human Artificer

{U}: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value until end of turn.

{W}{B}: Target artifact creature gains deathtouch and lifelink until end of turn.

2/2
Sylvan Hierophant {1}{G}

Creature — Human Cleric

When Sylvan Hierophant dies, exile Sylvan Hierophant, then return another target creature card from your graveyard to your hand.

1/2
Sylvan Safekeeper {G}

Creature — Human Wizard

Sacrifice a land: Target creature you control gains shroud until end of turn. (It can’t be the target of spells or abilities.)

1/1
Sylvan Shepherd {2}{G}

Creature — Human Druid

Vigilance

Whenever Sylvan Shepherd attacks, roll a d20.

1—9 | You gain 1 life.

10—19 | You gain 2 life.

20 | You gain 5 life.

2/3
Sylvia Brightspear {2}{W}

Legendary Creature — Human Knight

Partner with Khorvath Brightflame (When this creature enters the battlefield, target player may put Khorvath into their hand from their library, then shuffle.)

Double strike

Dragons your team controls have double strike.

2/2
Sylvok Explorer {1}{G}

Creature — Human Druid

{T}: Add one mana of any color that a land an opponent controls could produce.

1/1
Symmetry Sage {U}

Creature — Human Wizard

Flying

Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature you control has base power 2 until end of turn.

0/2
Syndicate Enforcer {3}{B}

Creature — Human Rogue

Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)

3/2
Syndicate Guildmage {W}{B}

Creature — Human Cleric

{1}{W}, {T}: Tap target creature with power 4 or greater.

{4}{B}, {T}: Syndicate Guildmage deals 2 damage to target opponent or planeswalker.

2/2
Syndic of Tithes {1}{W}

Creature — Human Cleric

Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)

2/2
Syr Alin, the Lion's Claw {3}{W}{W}

Legendary Creature — Human Knight

First strike

Whenever Syr Alin, the Lion’s Claw attacks, other creatures you control get +1/+1 until end of turn.

4/4
Syr Armont, the Redeemer {3}{G}{W}

Legendary Creature — Human Knight

When Syr Armont, the Redeemer enters the battlefield, create a Monster Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample.)

Enchanted creatures you control get +1/+1.

4/4
Syr Carah, the Bold {3}{R}{R}

Legendary Creature — Human Knight

Whenever Syr Carah, the Bold or an instant or sorcery spell you control deals damage to a player, exile the top card of your library. You may play that card this turn.

{T}: Syr Carah deals 1 damage to any target.

3/3
Syr Elenora, the Discerning {3}{U}{U}

Legendary Creature — Human Knight

Syr Elenora, the Discerning’s power is equal to the number of cards in your hand.

When Syr Elenora enters the battlefield, draw a card.

Spells your opponents cast that target Syr Elenora cost {2} more to cast.

*/4
Syr Faren, the Hengehammer {G}{G}

Legendary Creature — Human Knight

Whenever Syr Faren, the Hengehammer attacks, another target attacking creature gets +X/+X until end of turn, where X is Syr Faren’s power.

2/2
Syr Gwyn, Hero of Ashvale {3}{R}{W}{B}

Legendary Creature — Human Knight

Vigilance, menace

Whenever an equipped creature you control attacks, you draw a card and you lose 1 life.

Equipment you control have equip Knight {0}.

5/5
Syr Joshua and Syr Saxon {G}{W}

Legendary Creature — Human Knight

Double team

If you control exactly two legendary permanents named Syr Joshua and Syr Saxon, the “legend rule” doesn’t apply to them.

Each other creature you control named Syr Joshua and Syr Saxon has battle cry.

2/3
Syr Konrad, the Grim {3}{B}{B}

Legendary Creature — Human Knight

Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad, the Grim deals 1 damage to each opponent.

{1}{B}: Each player mills a card. (They each put the top card of their library into their graveyard.)

5/4
Tadeas, Juniper Ascendant {2}{G}{W}

Legendary Creature — Human Monk

Reach

Tadeas has hexproof unless it’s attacking.

Whenever a creature you control with reach attacks, untap it and it can’t be blocked by creatures with greater power this combat.

Whenever one or more creatures you control deal combat damage to a player, draw a card.

1/3
Taigam, Ojutai Master {2}{W}{U}

Legendary Creature — Human Monk

Instant, sorcery, and Dragon spells you control can’t be countered.

Whenever you cast an instant or sorcery spell from your hand, if Taigam, Ojutai Master attacked this turn, that spell gains rebound. (Exile the spell as it resolves. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)

3/4
Taigam, Sidisi's Hand {3}{U}{B}

Legendary Creature — Human Wizard

Skip your draw step.

At the beginning of your upkeep, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.

{B}, {T}, Exile X cards from your graveyard: Target creature gets -X/-X until end of turn.

3/4