Sorcery
You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.
Sorcery
Choose two target creatures controlled by the same player. Exile one of those creatures and put two +1/+1 counters on the other.
Sorcery
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.
Sorcery // Sorcery
Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Release
Each player sacrifices an artifact, a creature, an enchantment, a land, and a planeswalker.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
Sorcery
Exile up to one target artifact, up to one target creature, up to one target enchantment, up to one target planeswalker, and/or up to one target land. For each permanent exiled this way, its controller reveals cards from the top of their library until they reveal a card that shares a card type with it, puts that card onto the battlefield, then shuffles.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
If this spell was kicked, put a +1/+1 counter on a creature you control.
All creatures get -2/-2 until end of turn.
Sorcery
Until your next turn, creatures can't attack you. Exile Chronomantic Escape with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery
Choose five permanents you control. For each of those permanents, you may search your library for a card with the same name as that permanent. Put those cards onto the battlefield tapped, then shuffle.
Sorcery
Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card.
• Target creature gets -2/-2 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
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.
Creature — Badger // Sorcery — Adventure (6/5)
When Colossal Badger enters the battlefield, you gain 3 life.
Dig Deep
Choose target creature. Mill four cards, then put a +1/+1 counter on that creature for each creature card milled this way.
Sorcery // Sorcery
Gain control of target creature with power 2 or less.
Concoct
Surveil 3, then return a creature card from your graveyard to the battlefield.
Instant // Sorcery
Exile target card from a graveyard.
Draw a card.
Consume
Target player sacrifices a creature with the greatest power among creatures they control. You gain life equal to its power.
Sorcery
Spend only black mana on X.
Consume Spirit deals X damage to any target and you gain X life.
Sorcery
Target player sacrifices a creature. You gain life equal to that creature's toughness.
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.)
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