Harrowing Journey
Dark Ascension — uncommon
Sorcery
Target player draws three cards and loses 3 life.
"There are always fools who attempt to traverse Kruin Pass before sundown and every time they wind up in a race for their lives." —Old Rutstein
Dark Ascension — uncommon
Sorcery
Target player draws three cards and loses 3 life.
"There are always fools who attempt to traverse Kruin Pass before sundown and every time they wind up in a race for their lives." —Old Rutstein
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Target player draws three cards, loses 3 life, and gets three poison counters.
Sorcery
Target player draws X cards and loses X life, where X is the number of artifacts you control.
Sorcery
Target player loses 3 life. You gain 3 life and create three 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this creature: Add ."
Sorcery
Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless that player sacrifices a permanent or discards a card. You may repeat this process any number of times.
Sorcery
Target opponent loses 5 life unless that player discards two cards or sacrifices a creature or planeswalker. Repeat this process once.
Sorcery
Target player loses 1 life, discards a card, then sacrifices a permanent.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
You draw two cards and each opponent discards two cards. Each player loses 2 life.
Sorcery — Arcane
As an additional cost to cast this spell, you may sacrifice any number of Spirits.
Target player loses 2 life plus 2 life for each Spirit sacrificed this way. You gain that much life.
Sorcery
Target opponent discards two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this Aura is put into a graveyard, each opponent loses 1 life.)
Sorcery
Domain — Target player loses X life and you gain X life, where X is the number of basic land types among lands you control.
Sorcery
You draw three cards and you lose 3 life.
Corrupted — Each opponent who has three or more poison counters loses 3 life.
Tribal Sorcery — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player loses 3 life and you gain 3 life. If this spell's prowl cost was paid, draw a card.
Sorcery
Choose one or more —
• Each player discards two cards.
• Each player loses 4 life.
• Each player sacrifices two creatures.
Sorcery
Unless target player pays , that player loses 5 life and you gain 5 life.
Sorcery
Target opponent loses 3 life.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
Target player loses 2 life and you gain 2 life.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Sorcery
Destroy target creature. Its controller loses 2 life and you gain 2 life.
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