Sorcery
Each player draws three cards, then discards three cards at random.
Sorcery
Creatures you control gain haste until end of turn. (They can attack and even if they just came under your control.)
Sorcery
As an additional cost to cast this spell, sacrifice X lands.
Create two X/X red Elemental creature tokens.
Sorcery
Draw two cards, then discard two cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
Sorcery
As an additional cost to cast this spell, sacrifice a creature.
Add .
Sorcery
As an additional cost to cast this spell, sacrifice an artifact.
Create three 1/1 red Goblin creature tokens.
Sorcery
As an additional cost to cast this spell, discard a land card.
Draw two cards.
Sorcery
The next instant or sorcery spell you cast this turn can't be countered.
Draw a card.
Sorcery
Add , then add for each card named Rite of Flame in each graveyard.
Sorcery
Create a 1/1 red Satyr creature token with "This creature can't block."
Escape—, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Sorcery
Create X 1/1 black Rat creature tokens with "This creature can't block." Creatures you control gain haste until end of turn.
Sorcery
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
Sorcery
Creatures you control gain first strike until end of turn.
Draw a card.
Sorcery
Arc Blade deals 2 damage to any target. Exile Arc Blade 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
Arc Trail deals 2 damage to any target and 1 damage to another target.
Sorcery
Arrow Storm deals 4 damage to any target.
Raid — If you attacked this turn, instead Arrow Storm deals 5 damage to that permanent or player and the damage can't be prevented.
Sorcery
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
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