Wave of Reckoning
Mercadian Masques — rare
Sorcery
Each creature deals damage to itself equal to its power.
Inner conflict can defeat a soldier more quickly than any army.
Mercadian Masques — rare
Sorcery
Each creature deals damage to itself equal to its power.
Inner conflict can defeat a soldier more quickly than any army.
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Choose a number between 0 and 10. Destroy all creatures with power greater than or equal to the chosen number.
Sorcery
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
Sorcery
Roll two d6 and choose one result. Destroy each creature with power greater than or equal to that result. Then create a number of 2/2 white Knight creature tokens with vigilance equal to the other result.
Sorcery
Return target artifact or non-Aura enchantment card from your graveyard to the battlefield with X additional +1/+1 counters on it. It's a 1/1 Spirit creature with flying in addition to its other types.
Sorcery
Choose one or both —
• Exile target artifact or creature you control, then return it to the battlefield under its owner's control.
• Return target artifact or creature card with mana value 3 or less from your graveyard to the battlefield.
Sorcery
Create two 1/1 white Bird creature tokens with flying.
Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Assist (Another player can pay up to of this spell's cost.)
Destroy target creature with power 4 or greater.
Sorcery
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
Sorcery
Create two 1/1 white Kithkin Soldier creature tokens.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery
Until your next turn, creatures can't attack you. Exile Chronomantic Escape with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery
You gain 2 life for each creature target player controls.
Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery
Each player chooses a creature they control. Destroy the rest.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Destroy all creatures.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Destroy all creatures with power greater than target creature's power.
Sorcery
Creatures you control get +2/+1 until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller creates a 1/1 white Spirit creature token with flying.
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