Run Away Together
Wilds of Eldraine Commander — common
Instant
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
True love means always knowing what's on the other's mind.
Wilds of Eldraine Commander — common
Instant
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
True love means always knowing what's on the other's mind.
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Return up to X target creatures to their owners' hands, where X is one plus the number of cards named Aether Burst in all graveyards as you cast this spell.
Instant
Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.
Instant
Return target creature and all Auras attached to it to their owners' hands.
Instant
Return target creature you control and target creature you don't control to their owners' hands.
Instant
Tap up to two target creatures.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, those creatures don't untap during their controllers' next untap steps.
Instant
Each of X target creatures you control connive. You may have any number of them phase out. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant
Return target nonland permanent to its owner's hand. If that permanent had mana value 3 or less, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant
Conjure a duplicate of each of up to two target nontoken creatures you control into your hand.
Instant
Choose target spell or permanent that's red or green. Its owner puts it on the top or bottom of their library.
Instant
Until end of turn, if one or more creatures would enter the battlefield from exile or after being cast from exile, their owners shuffle them into their libraries instead.
Cycling (, Discard this card: Draw a card.)
Instant
Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.
Instant
Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter the battlefield this turn, they enter as copies of the chosen creature.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Copy target instant or sorcery spell, then return it to its owner's hand. You may choose new targets for the copy.
Instant
Choose one —
• Look at the top X cards of your library. Put up to two of them into your hand and the rest on the bottom of your library in a random order.
• Counter target spell unless its controller pays twice .
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put a card from the chosen pile into your hand, then put all other cards revealed this way on the bottom of your library in any order.
Instant
Clash with an opponent, then return target creature to its owner's hand. If you win, you may put that creature on top of its owner's library instead. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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