Collective Unconscious
Eighth Edition — rare
Sorcery
Draw a card for each creature you control.
"The beasts of the wild are my senses. It is through their eyes that all knowledge shall come to me."
Eighth Edition — rare
Sorcery
Draw a card for each creature you control.
"The beasts of the wild are my senses. It is through their eyes that all knowledge shall come to me."
TCGPlayer low price:
Buy now! ▶Sorcery
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
Sorcery
Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.
Snow Sorcery
Distribute X +1/+1 counters among any number of creatures you control, where X is the amount of spent to cast this spell. Then draw a card for each creature you control with power 4 or greater.
Sorcery // Sorcery
Create a 3/3 green Hippo creature token.
Feed
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Draw a card for each creature you control with power 3 or greater.
Sorcery
For each creature you control, you may search your library for a creature card with the same name as that creature. Put those cards onto the battlefield, then shuffle.
Sorcery
Choose two —
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
Sorcery
Domain — Create a 3/3 green Beast creature token for each basic land type among lands you control.
, Discard Herd Migration: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 3 life.
Sorcery
Create a 2/2 green Wolf creature token for each Forest you control.
Sorcery
Each creature you control gets +3/+3 until end of turn and must be blocked this turn if able.
Sorcery
Target creature gets +7/+7 until end of turn. Up to one other target creature blocks it this turn if able.
Cycling (, Discard this card: Draw a card.)
Sorcery
Support 2. (Put a +1/+1 counter on each of up to two target creatures.)
Choose up to one target creature an opponent controls. Each creature you control with a +1/+1 counter on it deals damage equal to its power to that creature.
Sorcery
Creatures you control gain vigilance and trample until end of turn. Roll a d20.
1—9 | Creatures you control get +2/+2 until end of turn.
10—19 | Put two +1/+1 counters on each creature you control.
20 | Put four +1/+1 counters on each creature you control.
Sorcery
For each creature token on the battlefield, its controller creates a token that's a copy of that creature.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Parley — Each player reveals the top card of their library. For each nonland card revealed this way, you create a 3/3 green Elephant creature token. Then each player draws a card.
Sorcery
Domain — Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control.
Sorcery
Draw a card for each creature target player controls, then draw a card for each creature another target player controls.
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