Shahrazad
Arabian Nights — rare
Sorcery
Players play a Magic subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half their life, rounded up.
Arabian Nights — rare
Sorcery
Players play a Magic subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half their life, rounded up.
TCGPlayer low price:
Buy now! ▶Sorcery
Players play a Magic subgame under the table, starting at 5 life and using their libraries as their decks. The winner searches their library for two cards, puts those cards into their hand, then shuffles.
Sorcery
Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
Sorcery
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
Sorcery
You gain X life. Create X 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This creature can't block." If X is 5 or more, destroy all other creatures. (Players dealt combat damage by a creature with toxic 1 also get a poison counter.)
Sorcery
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
Sorcery
Exile target artifact, creature, or enchantment an opponent controls. That player may put a permanent card from their hand onto the battlefield.
Sorcery
Create X 1/1 white Spirit creature tokens with flying.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Sorcery
This turn and next turn, creatures can't attack, and players and permanents can't be the targets of spells or activated abilities.
Sorcery
Each opponent can't cast instant or sorcery spells during that player's next turn.
Sorcery
Each player sacrifices the creature they control with the highest mana value unless they pay that creature's mana cost. If two or more creatures a player controls are tied for highest, that player chooses one.
Sorcery
Players play a Magic subgame, starting at 1 life and using their libraries as their decks. For the rest of the main game, if a source would deal damage to a player who didn't win the subgame, it deals double that damage to that player instead.
Sorcery
Choose two letters. Put a +1/+1 counter on each creature you control whose name begins with the either of the chosen letters.
Sorcery
Create two 1/1 white Human creature tokens.
Fateful hour — If you have 5 or less life, create five of those tokens instead.
Sorcery
Return target permanent card in an opponent's graveyard to the battlefield under their control. When that permanent enters the battlefield, return up to one target permanent card with equal or lesser mana value from your graveyard to the battlefield.
Sorcery
Detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.