Hurricane
Seventh Edition — rare
Sorcery
Hurricane deals X damage to each creature with flying and each player.
Seventh Edition — rare
Sorcery
Hurricane deals X damage to each creature with flying and each player.
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Squall Line deals X damage to each creature with flying and each player.
Sorcery
( can be paid with either or 2 life.)
Corrosive Gale deals X damage to each creature with flying.
Sorcery
Tropical Storm deals X damage to each creature with flying and 1 additional damage to each blue creature.
Sorcery
Choose one —
• Take Down deals 4 damage to target creature with flying.
• Take Down deals 1 damage to each creature with flying.
Sorcery
Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying.
Sorcery
Choose one —
• Each opponent sacrifices an artifact.
• Each opponent sacrifices an enchantment.
• Each opponent sacrifices a creature with flying.
Sorcery
Join forces — Starting with you, each player may pay any amount of mana. Each player searches their library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles.
Snow Sorcery
Choose target creature you control and target creature you don't control. If you control three or more snow permanents, the creature you control gets +1/+0 and gains indestructible until end of turn. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
Sorcery
Choose one —
• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
• Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Earthquake deals X damage to each creature without flying and each player.
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
Sorcery
Each player may search their library for up to X basic land cards and put them onto the battlefield tapped. Then each player who searched their library this way shuffles.
Sorcery
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Target creature you control gets +2/+2 until end of turn if its power is 2. Then it fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Assist (Another player can pay up to of this spell's cost. You choose the value of X.)
Support X. (Put a +1/+1 counter on each of up to X target creatures.)
Each creature with a +1/+1 counter on it gains trample until end of turn.
Sorcery
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.)
Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
Sorcery
Borrowing the East Wind deals X damage to each creature with horsemanship and each player.
Sorcery
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
If this spell was bargained, target land you control becomes a 3/3 Elemental creature with haste that's still a land.
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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