Rockslide Ambush
Masters Edition IV — common
Sorcery
Sets Rockslide Ambush has been printed in:
Masters Edition IV — common
Sorcery
Sets Rockslide Ambush has been printed in:
Sorcery
As an additional cost to cast this spell, you may pay and/or any number of times.
Destroy target artifact. For each additional you paid, destroy another target artifact. For each additional you paid, destroy another target artifact, and you gain 1 life.
Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Sorcery
Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
Sorcery
Destroy target artifact with mana value X. It can't be regenerated. Detonate deals X damage to that artifact's controller.
Sorcery
This spell costs more to cast for each target beyond the first.
Fireball deals X damage divided evenly, rounded down, among any number of targets.
Sorcery
Target player activates a mana ability of each land they control. Then that player loses all unspent mana and you add the mana lost this way.
Sorcery
Exile all white creatures. For each creature exiled this way, its controller draws a card.
Sorcery
Sacrifice an artifact. If you do, search your library for an artifact card. If that card's mana value is less than or equal to the sacrificed artifact's mana value, put it onto the battlefield. If it's greater, you may pay , where X is the difference. If you do, put it onto the battlefield. If you don't, put it into its owner's graveyard. Then shuffle.
Sorcery
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add .
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
Instant
Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.
Instant
Cast this spell only during combat before blockers are declared.
All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.)
Draw a card at the beginning of the next turn's upkeep.
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