Slagstorm
Mirrodin Besieged — rare
Sorcery
Choose one —
• Slagstorm deals 3 damage to each creature.
• Slagstorm deals 3 damage to each player.
"As long as we have the will to fight, we are never without weapons." —Koth of the Hammer
Mirrodin Besieged — rare
Sorcery
Choose one —
• Slagstorm deals 3 damage to each creature.
• Slagstorm deals 3 damage to each player.
"As long as we have the will to fight, we are never without weapons." —Koth of the Hammer
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Choose one —
• Brotherhood's End deals 3 damage to each creature and each planeswalker.
• Destroy all artifacts with mana value 3 or less.
Sorcery
Choose three. You may choose the same mode more than once.
• Fiery Confluence deals 1 damage to each creature.
• Fiery Confluence deals 2 damage to each opponent.
• Destroy target artifact.
Sorcery
Choose one —
• Hurly-Burly deals 1 damage to each creature without flying.
• Hurly-Burly deals 1 damage to each creature with flying.
Sorcery
Choose one —
• Into the Fire deals 2 damage to each creature, planeswalker, and battle.
• Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Sorcery
Choose one —
• Destroy target artifact.
• Roll a six-sided die. When you do, Slight Malfunction deals 1 damage to each of up to X target creatures, where X is the result.
Sorcery
Choose one —
• Destroy target artifact.
• Destroy target creature with defender.
• Smash to Dust deals 1 damage to each creature your opponents control.
Sorcery
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Target player discards all the cards in their hand, then draws that many cards.
• Collective Defiance deals 4 damage to target creature.
• Collective Defiance deals 3 damage to target opponent or planeswalker.
Sorcery
Conductive Current deals 3 damage to each creature. Choose an instant or sorcery card in your hand. It perpetually gains "If this spell would deal noncombat damage to a permanent or player, it deals that much damage plus 2 instead."
Sorcery
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
Sorcery
Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.
Sorcery
Roll a d20.
1—9 | Thunderwave deals 3 damage to each creature.
10—19 | You may choose a creature. Thunderwave deals 3 damage to each creature not chosen this way.
20 | Thunderwave deals 6 damage to each creature your opponents control.
Sorcery
Boiling Earth deals 1 damage to each creature your opponents control.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Breath of Darigaaz deals 1 damage to each creature without flying and each player. If this spell was kicked, it deals 4 damage to each creature without flying and each player instead.
Sorcery
Cosmotronic Wave deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn.
Sorcery
As an additional cost to cast this spell, discard X cards at random.
Each player sacrifices X lands. Devastating Dreams deals X damage to each creature.
Sorcery
Disorder deals 2 damage to each white creature and each player who controls a white creature.
Sorcery
Dragon's Approach deals 3 damage to each opponent. You may exile Dragon's Approach and four cards named Dragon's Approach from your graveyard. If you do, search your library for a Dragon creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Dragon's Approach.
Sorcery
Creatures target player controls can't block this turn. Ember Gale deals 1 damage to each white and/or blue creature that player controls.
Sorcery
Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect.
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