Seek the Horizon
Khans of Tarkir — uncommon
Sorcery
Sets Seek the Horizon has been printed in:
Khans of Tarkir — uncommon
Sorcery
Sets Seek the Horizon has been printed in:
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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
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
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
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
All creatures get -2/-2 until end of turn. Whenever a creature dies this turn, you gain 1 life.
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
Return up to two target creature cards from your graveyard to your hand.
Sorcery
Draw a card. Master the Way deals damage to any target equal to the number of cards in your hand.
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
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.
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.
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
Arrow Storm deals 4 damage to any target.
Raid — If you attacked this turn, instead Arrow Storm deals 5 damage to that permanent or player and the damage can't be prevented.
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
Destroy all creatures and all permanents attached to creatures.
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.)
Instant
Target creature gets +3/+3 and gains trample until end of turn.
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