Wind Sail
Starter 1999 — uncommon
Sorcery
One or two target creatures gain flying until end of turn.
It pays to be at home both on the sea and in the sky.
Starter 1999 — uncommon
Sorcery
One or two target creatures gain flying until end of turn.
It pays to be at home both on the sea and in the sky.
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X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."
Sorcery
Until your next turn, creatures target player controls have base power and toughness 1/1.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery — Lesson
Until end of turn, target nonland permanent loses all abilities and becomes your choice of a blue Frog creature with base power and toughness 1/1 or a blue Octopus creature with base power and toughness 4/4.
Sorcery
Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Draw a card.
Sorcery
Until end of turn, you may tap lands you don't control for mana. Spend this mana only to cast spells.
Sorcery
Conjure a duplicate of each of X target nontoken permanents into your hand. Those cards perpetually gain "You may spend mana as though it were mana of any color to cast this spell." If X is 5 or more, you may put one of them from your hand onto the battlefield.
Sorcery
One or two target creatures each gain haste until end of turn. For each of those creatures, create a Monster Role token attached to it. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample.)
Sorcery
Gain control of target creature with mana value X or less. If X is 5 or more, create a token that's a copy of that creature.
Sorcery
Target creature you control gains myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token that's a copy of that creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Sorcery
Creatures target player controls don't untap during that player's next untap step.
Sorcery
Return target creature with mana value X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
Sorcery
Return target nonland permanent to its owner's hand.
Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Sorcery
Draw two cards. Then discard a card unless you attacked this turn.
Sorcery
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
Sorcery
Target player discards two cards, then draws as many cards as they discarded this way.
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