Tezzeret's Ambition
Kaladesh — common
Sorcery
Draw three cards. If you control no artifacts, discard a card.
"To achieve what none have achieved before, one must dare what none have dared before."
Kaladesh — common
Sorcery
Draw three cards. If you control no artifacts, discard a card.
"To achieve what none have achieved before, one must dare what none have dared before."
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Exchange control of two target creatures controlled by different players. If you control neither creature, draw three cards.
Sorcery
Draw three cards, untap up to two lands, then discard a card.
Sorcery
Draw three cards.
Islandcycling (, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery
Draw three cards. Then discard two cards unless you discard a creature card.
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Draw three cards.
Sorcery
Draw three cards. Then if any player pays , discard three cards.
Sorcery
Scry X, where X is the highest mana value among permanents you control, then draw three cards.
Sorcery
Draw three cards, then put a card from your hand on the bottom of your library.
Sorcery
This spell costs less to cast if you control two or more legendary creatures.
Scry 2, then draw two cards.
Sorcery
Search your library for a card, exile it, then shuffle. Any opponent may have you put that card into your hand. If no player does, you draw three cards.
Sorcery
Draw three cards. Create a 1/1 blue Faerie creature token with flying and "This creature can block only creatures with flying."
Sorcery
An opponent chooses one —
• You draw three cards at the beginning of the next turn's upkeep.
• You search your library for a card, put that card into your hand, then shuffle.
Sorcery — Arcane
Look at the top three cards of your library. You may put those cards on the bottom of your library in any order. If you do, return Petals of Insight to its owner's hand. Otherwise, draw three cards.
Sorcery
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
Sorcery
Choose one —
• Draw three cards.
• Return up to two target creatures to their owners' hands.
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