Divine Reckoning
Innistrad — rare
Sorcery
Each player chooses a creature they control. Destroy the rest.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Survival of the purest.
Innistrad — rare
Sorcery
Each player chooses a creature they control. Destroy the rest.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Survival of the purest.
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Buy now! ▶Sorcery
Each player chooses from among the permanents they control an artifact, a creature, an enchantment, and a land, then sacrifices the rest.
Sorcery
Each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest. If was spent to cast this spell, you choose the permanents for each player instead.
Sorcery
For each player, choose friend or foe. Each friend puts a +1/+1 counter on each creature they control. Each foe chooses one untapped creature they control, then taps the rest.
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
Sorcery
Each player chooses a party from among creatures they control, then sacrifices the rest. (To choose a party, choose up to one each of Cleric, Rogue, Warrior, and Wizard.)
Sorcery
Each player chooses a number of permanents they control equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way.
Sorcery
Choose a nonland permanent you don't control, then each other player chooses a nonland permanent they don't control that hasn't been chosen this way. Destroy all other nonland permanents.
Sorcery
Each player chooses from the lands they control a land of each basic land type, then sacrifices the rest.
Sorcery
Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated.
Sorcery
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
Sorcery
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
Sorcery
Create two 1/1 white Bird creature tokens with flying.
Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls.
Sorcery
Each player who controls a multicolored creature draws a card. Then destroy all creatures.
Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller creates a 1/1 white Spirit creature token with flying.
Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn.
Cycling (, Discard this card: Draw a card.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Each player who controls the most creatures investigates. Then destroy all creatures. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Sorcery
Each player who controls a creature with power 4 or greater draws a card. Then destroy all creatures.
Sorcery
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
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