Sacred Nectar
Starter 1999 — common
Sorcery
You gain 4 life.
"For he on honey-dew hath fed, And drunk the milk of Paradise." —Samuel Taylor Coleridge, "Kubla Khan"
Starter 1999 — common
Sorcery
You gain 4 life.
"For he on honey-dew hath fed, And drunk the milk of Paradise." —Samuel Taylor Coleridge, "Kubla Khan"
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If an opponent has more life than you, you gain 4 life.
If an opponent controls more creatures than you, create two 1/1 white Human creature tokens.
If an opponent has more cards in hand than you, draw a card.
Sorcery
You gain X life. Create X 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This creature can't block." If X is 5 or more, destroy all other creatures. (Players dealt combat damage by a creature with toxic 1 also get a poison counter.)
Sorcery
Target player discards two cards. You gain 3 life for each land card discarded this way.
Sorcery
Whenever a creature attacks this turn, it gains lifelink until end of turn.
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
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
Sorcery
You gain 2 life. Then you may discard two cards. If you do, draw three cards.
Sorcery
Create two 1/1 white Human creature tokens.
Fateful hour — If you have 5 or less life, create five of those tokens instead.
Sorcery
Players play a Magic subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half their life, rounded up.
Sorcery — Lesson
Choose one —
• Choose a nonland card name. Opponents can't cast spells with the chosen name until your next turn.
• Choose target nonland permanent. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
Sorcery
Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
Sorcery
Destroy up to one target artifact, enchantment, or tapped creature. Then if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance.
Sorcery
Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.
Sorcery
Choose one —
• Destroy target Vampire.
• Destroy target enchantment.
Sorcery
Create two 1/1 white Clown Robot artifact creature tokens, then roll a six-sided die. If the result is equal to or less than the number of Robots you control, create a 1/1 white Clown Robot artifact creature token.
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