Duneblast
Khans of Tarkir — rare
Sorcery
Sets Duneblast has been printed in:
Khans of Tarkir — rare
Sorcery
Sets Duneblast has been printed in:
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Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard.
Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.
Sorcery
Destroy target creature. If that creature had a +1/+1 counter on it, create a 1/1 green Snake creature token.
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Put target nonland permanent on top of its owner's library.
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Draw three cards.
Sorcery
All creatures get -2/-2 until end of turn. Whenever a creature dies this turn, you gain 1 life.
Sorcery
Create an X/X black and green Spirit Warrior creature token, where X is the greatest toughness among creatures you control.
Sorcery
Target opponent exiles the top X cards of their library. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
Sorcery
Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card.
Sorcery
Draw a card. Master the Way deals damage to any target equal to the number of cards in your hand.
Sorcery
Destroy all creatures and all permanents attached to creatures.
Sorcery
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
Sorcery
Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard. You lose 2 life.
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Target player sacrifices two creatures.
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Sorcery
Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.
Sorcery
All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
Sorcery
Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
Sorcery
Target creature you control fights target creature you don't control.
Ferocious — The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater.
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