Sorcery
Destroy all creatures. They can't be regenerated.
Threshold — If seven or more cards are in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
Sorcery
Choose one —
• Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.
• Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
Sorcery
Return all nonland permanents target player controls to their owner's hand.
Sorcery
For each nonland permanent, choose a player at random. Then each player gains control of each permanent for which they were chosen. Untap those permanents.
Sorcery
Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.
Sorcery
Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.
Sorcery
Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.
Sorcery
Each player's life total becomes the number of creatures they control.
Sorcery
For each opponent, gain control of target permanent that player controls.
Sorcery
Exile up to five target creature cards from graveyards. An opponent separates those cards into two piles. Put all cards from the pile of your choice onto the battlefield under your control and the rest into their owners' graveyards.
Sorcery
You destroy four lands you control, then target opponent destroys four lands they control. Then Burning of Xinye deals 4 damage to each creature.
Sorcery
Any number of target players each discard a number of cards equal to the highest mana value among permanents you control.
Sorcery
Choose three. You may choose the same mode more than once.
• Create a token that's a copy of target creature you control. It gains haste. Sacrifice it at the beginning of the next end step.
• Exile target artifact or enchantment.
• Creatures target player controls get +1/+1 and gain first strike until end of turn.
Sorcery
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery
Council's dilemma — Starting with you, each player votes for death or taxes. Each opponent sacrifices a creature for each death vote and discards a card for each taxes vote.
Sorcery
Undaunted (This spell costs less to cast for each opponent.)
Return all nonland permanents to their owners' hands.
Sorcery
Each player shuffles all creatures they own into their library. Each player who shuffled a nontoken creature into their library this way reveals cards from the top of their library until they reveal a creature card, then puts that card onto the battlefield and the rest on the bottom of their library in a random order.
Sorcery
Choose one —
• Destroy all tokens.
• Destroy all nonland, nontoken permanents.
Sorcery
Exile all creatures.
Delirium — Create a 4/4 white Angel creature token with flying if there are four or more card types among cards in your graveyard.
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