Sorcery
Draw cards equal to the highest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)
Sorcery
Scry X, where X is the highest mana value among permanents you control, then draw three cards.
Sorcery
Look at the top four cards of your library. You may reveal up to two instant and/or sorcery cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.
Sorcery
Draw three cards.
Adamant — If at least three blue mana was spent to cast this spell, scry 3.
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Draw X cards.
Sorcery
As an additional cost to cast this spell, sacrifice a creature.
Draw three cards.
Sorcery
Draw three cards. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Look at the top two cards of your library. Manifest one of those cards, then put the other on the top or bottom of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Sorcery
Domain — Target player draws a card for each basic land type among lands they control.
Sorcery
Target opponent reveals their hand. You draw a card for each Mountain and red card in it.
Sorcery
Draw a card for each tapped creature target opponent controls.
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
Sorcery
Each player mills five cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Target player shuffles their graveyard into their library.
Draw a card.
Sorcery
Return one or two target creatures to their owners' hands.
Sorcery
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
Sorcery
Look at the top five cards of target opponent's library. Put one of those cards into that player's graveyard and the rest on top of their library in any order.
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