Sorcery
Chroma — Reveal the top ten cards of your library. For each blue mana symbol in the mana costs of the revealed cards, target opponent mills a card. Then put the cards you revealed this way on the bottom of your library in any order.
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Draw two cards. If you have the city's blessing, draw three cards instead.
Sorcery
Search your library for any number of nonland cards, exile them, then shuffle.
Sorcery
Return two target creatures to their owners' hands.
Wizardcycling (, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
Sorcery
Target opponent exiles cards from the top of their library until they exile a nonland card. Until end of turn, you may cast that card without paying its mana cost.
Sorcery
Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery — Lesson
If an opponent has more cards in hand than you, draw two cards. Draw three cards instead if an opponent has at least four more cards in hand than you.
Sorcery
Draw three cards. If you control no artifacts, discard a card.
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Time Reversal.
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)
Sorcery
Draw cards equal to the highest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)
Sorcery
Undergrowth — Distribute X +1/+1 counters among any number of target creatures you control, where X is the number of creature cards in your graveyard as you cast this spell. Creatures you control gain vigilance until end of turn.
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.)
Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
Sorcery
If target opponent has more cards in hand than you, draw cards equal to the difference.
Sorcery
Target player reveals the top four cards of their library. You choose two of those cards and put them into that player's graveyard. Put the rest on top of their library in any order.
Snow Sorcery
Distribute X +1/+1 counters among any number of creatures you control, where X is the amount of spent to cast this spell. Then draw a card for each creature you control with power 4 or greater.
Sorcery
Each player mills four cards. Return up to two instant and/or sorcery cards from your graveyard to your hand. Exile Bond of Insight.
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