Sorcery
As an additional cost to cast this spell, discard two cards.
Draw three cards.
Sorcery
Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card.
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
Sorcery
Seek two cards. You may shuffle them into your library. If you do, seek two cards.
You have no maximum hand size for the rest of the game.
Sorcery
Choose one —
• Destroy target Vampire.
• Destroy target enchantment.
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Draw a card.
Sorcery
Return target creature to its owner's hand.
Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard.
Sorcery
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
Sorcery
Choose target artifact or creature. You get (four energy counters), then you may pay an amount of equal to that permanent's mana value. If you do, gain control of it.
Sorcery
Spend only black mana on X.
Consume Spirit deals X damage to any target and you gain X life.
Sorcery
Draw cards equal to the number of instant and sorcery cards in your graveyard.
Sorcery
Return one or two target creatures to their owners' hands.
Sorcery
Crackle with Power deals five times X damage to each of up to X targets.
Sorcery
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
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