Roar of Challenge
Khans of Tarkir — uncommon
Sorcery
Sets Roar of Challenge has been printed in:
Khans of Tarkir — uncommon
Sorcery
Sets Roar of Challenge has been printed in:
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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.
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
Barrage of Boulders deals 1 damage to each creature you don't control.
Ferocious — If you control a creature with power 4 or greater, creatures can't block this turn.
Sorcery
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
Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Sorcery
Create an X/X black and green Spirit Warrior creature token, where X is the greatest toughness among creatures you control.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
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
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
All creatures get -2/-2 until end of turn. Whenever a creature dies this turn, you gain 1 life.
Instant
You gain 5 life.
Ferocious — You gain 10 life instead if you control a creature with power 4 or greater.
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.
Instant
Choose one —
• Target creature you control gets +1/+1 until end of turn. It fights target creature you don't control.
• Counter target spell unless its controller pays .
• Creatures with power 3 or less can't block this turn.
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
Instant
Target creature gets +3/+3 and gains trample until end of turn.
Sorcery
Crater's Claws deals X damage to any target.
Ferocious — Crater's Claws deals X plus 2 damage instead if you control a creature with power 4 or greater.
Sorcery
When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Raid — If you attacked this turn, when you cast your next instant or sorcery spell this turn, copy that spell an additional time. You may choose new targets for the copy.
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