Instant // Sorcery
Destroy target attacking or blocking creature.
Market
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Draw two cards, then discard two cards.
Sorcery
Damage can't be prevented this turn. Fear, Fire, Foes! deals X damage to target creature and 1 damage to each other creature with the same controller.
Creature — Zombie Knight // Sorcery — Adventure (3/3)
When Fell Horseman dies, put it on the bottom of its owner's library.
Deathly Ride
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
Sorcery
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
Sorcery
Destroy up to three target artifacts. Conjure a duplicate of each nontoken artifact destroyed this way into your hand. The duplicates perpetually gain "You may pay rather than pay this spell's mana cost" and "At the beginning of your end step, sacrifice this artifact."
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
Instant // Sorcery
Mill three cards. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Jetsam
Each opponent mills three cards, then you may cast a spell from each opponent's graveyard without paying its mana cost. If a spell cast this way would be put into a graveyard, exile it instead.
Sorcery
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and "Whenever this creature deals combat damage to a player or battle, create a Treasure token." (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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
Choose up to two target creatures you don't control. For each of those creatures, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Creatures you control get +1/+0 until end of turn.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Sorcery
Domain — Create a 3/3 green Beast creature token for each basic land type among lands you control.
, Discard Herd Migration: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 3 life.
Sorcery
Choose two —
• Incendiary Command deals 4 damage to target player or planeswalker.
• Incendiary Command deals 2 damage to each creature.
• Destroy target nonbasic land.
• Each player discards all the cards in their hand, then draws that many cards.
Sorcery
Incendiary Flow deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
Sorcery
Destroy X target artifacts and/or creatures. For each permanent destroyed this way, its controller reveals cards from the top of their library until an artifact or creature card is revealed and exiles that card. Those players put the exiled cards onto the battlefield, then shuffle.
Battle — Siege // Sorcery
When Invasion of Alara enters the battlefield, exile cards from the top of your library until you exile two nonland cards with mana value 4 or less. You may cast one of those two cards without paying its mana cost. Put one of them into your hand. Then put the other cards exiled this way on the bottom of your library in a random order.
Awaken the Maelstrom
Awaken the Maelstrom is all colors.
Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add for each card in target opponent's hand.
• Exile the top three cards of your library. You may play them this turn.
Sorcery
Choose a land type. Exile all lands you control of that type. Drop those cards, one at a time, onto the playing area from a height of at least one foot. Destroy each permanent completely covered by those cards. Then return the cards you dropped to the battlefield tapped.
Sorcery
Target opponent loses 2 life for each Swamp you control. Last Stand deals damage to target creature equal to the number of Mountains you control. Create a 1/1 green Saproling creature token for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards.
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