Sorcery
Create a token that's a copy of target permanent. If was spent to cast this spell, instead create a token that's a copy of that permanent, except the token has "When this permanent enters the battlefield, if it's a creature, it fights up to one target creature you don't control."
Sorcery
Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary.
Tribal Sorcery — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.
Sorcery
This spell costs less to cast if you control a Human creature and a non-Human creature.
Draw two cards.
Sorcery
Create a 2/2 blue Djinn Monk creature token with flying.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
Draw cards equal to the highest mana value among artifacts you control.
Sorcery
Choose left or right. Starting with you and proceeding in the chosen direction, each player chooses a creature controlled by the next player in that direction. Each player gains control of the creature they chose.
Sorcery
Target player draws four cards.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Sorcery — Arcane
Look at the top three cards of your library. You may put those cards on the bottom of your library in any order. If you do, return Petals of Insight to its owner's hand. Otherwise, draw three cards.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Draw two cards. If this spell was kicked, each opponent discards a card.
Sorcery
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.
Sorcery
Draw two cards. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Sorcery
Surveil 3 if you have no cards in hand. Then draw three cards. (To surveil 3, look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Sorcery
Each player chooses a land they control of each basic land type. Return those lands to their owners' hands.
Sorcery
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
Sorcery
Exchange control of target land you control and target land an opponent controls. (This effect lasts indefinitely.)
Sorcery
Draw three cards, untap up to two lands, then discard a card.
Sorcery
Choose target creature an opponent controls, then roll a d20.
1—9 | Return it to its owner's hand.
10—19 | Its owner puts it on the top or bottom of their library.
20 | Gain control of it until the end of your next turn.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Draw three cards, then discard two cards. If this spell was kicked, target player discards two cards.
Sorcery
If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player.
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