Mass Manipulation
Ravnica Allegiance — rare
Sorcery
Gain control of X target creatures and/or planeswalkers.
Those who cross the Dimir find enemies everywhere they turn.
Ravnica Allegiance — rare
Sorcery
Gain control of X target creatures and/or planeswalkers.
Those who cross the Dimir find enemies everywhere they turn.
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Choose target artifact or creature. You get (four energy counters), then you may pay an amount of equal to that permanent's mana value. If you do, gain control of it.
Sorcery
Converge — Gain control of target creature if its power is less than or equal to the number of colors of mana spent to cast this spell.
Sorcery
Gain control of target artifact, creature, or enchantment. Lands you control don't untap during your next untap step.
Sorcery
This spell costs less to cast if it targets a creature whose controller has eight or more cards in their graveyard.
Gain control of target creature with mana value X.
Sorcery
Choose target opponent and target creature they control. You and that player have a breath-holding contest. If you win, you gain control of that creature.
Sorcery
Choose a creature type. If you control more creatures of that type than each other player, you gain control of all creatures of that type. (This effect lasts indefinitely.)
Sorcery
Call someone and ask them to choose one. If they don't answer, an opponent choses one. (Don't explain anything else. You choose targets.)
• A — Gain control of target creature you don't control.
• B — Choose target creature you control. Create two tokens that are each copies of it.
• C — Take an extra turn after this one.
• D — Draw seven cards.
Sorcery
Choose target creature an opponent controls, then roll a d20.
1—9 | Return it to its owner's hand.
10—19 | Its owner puts it on the top or bottom of their library.
20 | Gain control of it until the end of your next turn.
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both.
• Target opponent chooses a creature they control. You gain control of it.
• Choose a creature you control. Each other creature you control becomes a copy of that creature until end of turn.
Sorcery
For each opponent, gain control of up to one target creature or planeswalker that player controls with mana value 3 or less.
Sorcery
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
Sorcery
Creatures and lands target opponent controls don't untap during their next untap step.
Sorcery
Exile X target creature cards from your graveyard. For each card exiled this way, create a token that's a copy of that card, except it's a 4/4 black Zombie.
Sorcery
Exchange control of two target creatures controlled by different players. If you control neither creature, draw three cards.
Sorcery
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
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