Sorcery
Each player chooses a number of permanents they control equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way.
Sorcery
Destroy up to one target artifact, enchantment, or tapped creature. Then if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance.
Sorcery
Put a +1/+1 counter on each of up to two target creatures. You may search your library and/or graveyard for a card named Basri, Devoted Paladin, reveal it, and put it into your hand. If you search your library this way, shuffle.
Sorcery
Put a random creature card with mana value X or less from target opponent's library onto the battlefield under your control. It perpetually has base power and toughness X/X and perpetually gains ward .
Sorcery
Strive — This spell costs more to cast for each target beyond the first.
Any number of target creatures can't block this turn.
Sorcery
As an additional cost to cast this spell, pay X life.
Each other player loses X life.
Sorcery
Bonfire of the Damned deals X damage to target player or planeswalker and each creature that player or that planeswalker's controller controls.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Destroy X target artifacts. Builder's Bane deals damage to each player equal to the number of artifacts they controlled that were put into a graveyard this way.
Sorcery
Choose a nonland card name. Target player reveals their hand and discards all cards with that name.
Flashback—Sacrifice a creature. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.
Sorcery
Each player chooses from among the permanents they control an artifact, a creature, an enchantment, and a land, then sacrifices the rest.
Sorcery
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay . If the player does, they may copy this spell and may choose a new target for that copy.
Sorcery
Gain control of target creature with mana value 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
Sorcery
Creatures you control gain trample until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
Draw a card.
Sorcery
Crater's Claws deals X damage to any target.
Ferocious — Crater's Claws deals X plus 2 damage instead if you control a creature with power 4 or greater.
Sorcery
Demonfire deals X damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
Hellbent — If you have no cards in hand, this spell can't be countered and the damage can't be prevented.
Sorcery
Each player who controls a multicolored creature draws a card. Then destroy all creatures.
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.
Sorcery
You may pay rather than pay this spell's mana cost.
If the cost was paid, an opponent chooses up to two nonland permanents they control and returns them to their owner's hand.
Destroy all nonland permanents.
Sorcery
Exile all permanents. For as long as any of those cards remain exiled, at the beginning of each player's upkeep, that player returns one of the exiled cards they own to the battlefield.
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