Cave-In
Mercadian Masques — rare
Sorcery
Cave-In rulings:
There are no rulings for Cave-In.
Mercadian Masques — rare
Sorcery
Cave-In rulings:
There are no rulings for Cave-In.
TCGPlayer low price:
Buy now! ▶Instant
You may exile a red card from your hand rather than pay this spell's mana cost.
Pyrokinesis deals 4 damage divided as you choose among any number of target creatures.
Instant
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost.
Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
Instant — Arcane
You may exile a red card with mana value X from your hand rather than pay this spell's mana cost.
Target creature gets +X/+0 until end of turn.
Instant
You may exile two black cards from your hand rather than pay this spell's mana cost.
Soul Spike deals 4 damage to any target and you gain 4 life.
Instant
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost.
Destroy all creatures that entered the battlefield this turn.
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.
Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Sorcery
You may exile two red cards from your hand rather than pay this spell's mana cost.
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Instant
You may exile a white card from your hand rather than pay this spell's mana cost.
Prevent the next 7 damage that would be dealt to any target this turn. If it's a creature, put a +0/+1 counter on it for each 1 damage prevented this way at the beginning of the next end step.
Instant — Arcane
You may exile a white card with mana value X from your hand rather than pay this spell's mana cost.
The next X damage that a source of your choice would deal to you and/or creatures you control this turn is dealt to any target instead.
Creature — Dryad (1/3)
You may exile a green card from your hand rather than pay this spell's mana cost.
Flash
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Instant
You may exile a green card from your hand rather than pay this spell's mana cost.
Distribute three +1/+1 counters among one, two, or three target creatures. For each +1/+1 counter you put on a creature this way, remove a +1/+1 counter from that creature at the beginning of the next cleanup step.
Instant
You may exile two blue cards from your hand rather than pay this spell's mana cost.
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters the battlefield under your control.)
Instant
You may pay 1 life and exile a black card from your hand rather than pay this spell's mana cost.
Distribute two -2/-1 counters among one or two target creatures.
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost.
Flash
Creatures you control get +1/+1.
Instant
You may exile a white card from your hand rather than pay this spell's mana cost.
Choose a color. All creatures gain protection from the chosen color until end of turn.
Instant — Arcane
You may exile a black card with mana value X from your hand rather than pay this spell's mana cost.
Target creature gets -X/-X until end of turn.
Instant
You may exile a blue card from your hand rather than pay this spell's mana cost.
Return target creature to its owner's hand.
Sorcery
You may exile two white cards from your hand rather than pay this spell's mana cost.
Destroy all creatures.
Sorcery
You may exile a black card from your hand rather than pay this spell's mana cost.
Target player reveals their hand. You choose a nonland card from it. That player discards that card.
Creature — Elf Warrior (1/1)
You may exile two green cards from your hand rather than pay this spell's mana cost.
Allosaurus Rider's power and toughness are each equal to 1 plus the number of lands you control.
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.