Cloak of Feathers
Portal — common
Sorcery
Target creature gains flying until end of turn.
Draw a card.
A thousand feathers from a thousand birds, sewn with magic and song.
Portal — common
Sorcery
Target creature gains flying until end of turn.
Draw a card.
A thousand feathers from a thousand birds, sewn with magic and song.
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Target creature gets +1/+1 and gains flying until end of turn.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Sorcery
Target creature gets +1/+0 until end of turn and can't be blocked this 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
If X is 1, scry 1, then draw a card.
If X is 2, you may choose a player. They return a creature they control to its owner's hand.
If X is 3, create a 4/4 blue and red Elemental creature token.
If X is 4 or more, do all of the above.
Sorcery
X target creatures gain islandwalk until end of turn. (They can't be blocked as long as defending player controls an Island.)
Sorcery
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.
Draw a card at the beginning of the next turn's upkeep.
Sorcery
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Tribal Sorcery — Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
Sorcery
( can be paid with either or 2 life.)
Look at target player's hand.
Draw a card.
Sorcery
Create a 0/3 blue Crab creature token.
Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Instant
Choose one —
• Target player draws a card at the beginning of the next turn's upkeep.
• Target creature gains flying until end of turn.
• Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard.
Draw a card.
Instant
Target creature gains flying until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
Draw a card.
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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