Sorcery
Choose target player. Return half the creatures they control to their owner's hand, rounded up.
Sorcery
Choose one or both —
• Put target creature on top of its owner's library.
• Return target creature to its owner's hand.
Sorcery
Return target permanent to its owner's hand.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Sorcery
Tempting offer — Choose target creature you control. Create a token that's a copy of that creature. Each opponent may create a token that's a copy of that creature. For each opponent who does, create a token that's a copy of that creature.
Sorcery
Buyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)
Target player takes an extra turn after this one.
Sorcery
Return all permanents of the color of your choice to their owners' hands.
Sorcery
Return each creature without a +1/+1 counter on it to its owner's hand.
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
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Sorcery
For each player, choose friend or foe. Each friend creates a token that's a copy of a creature they control. Each foe returns a creature they control to its owner's hand.
Sorcery
Draw cards equal to the mana value of target artifact or creature you control. An opponent gains control of that permanent.
Sorcery
Draw three cards. Then target opponent faces a villainous choice — They discard three cards, or you may cast a spell from your hand without paying its mana cost.
Sorcery
Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.
Sorcery
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
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