Sorcery
Kicker (You may pay an additional as you cast this spell.)
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. If this spell was kicked, search your library for two basic land cards instead of one.
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Create a token that's a copy of target permanent you control.
Sorcery
Spree (Choose one or more additional costs.)
+ — Destroy target artifact.
+ — Destroy target enchantment.
+ — Put a +1/+1 counter on each creature target player controls.
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Draw three cards.
Sorcery
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell and you may choose a new target for the copy.)
Tap target creature. It doesn't untap during its controller's next untap step.
Draw a card.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Destroy target tapped creature. If this spell was kicked, scry 2.
Sorcery
Choose one or both —
• Create a token that's a copy of target artifact.
• Create a token that's a copy of target creature, except it's an artifact in addition to its other types.
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both.
• Target opponent chooses a creature they control. You gain control of it.
• Choose a creature you control. Each other creature you control becomes a copy of that creature until end of turn.
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
Take an extra turn after this one. Skip the untap step of that turn.
Sorcery // Land
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
Sea Gate, Reborn
As Sea Gate, Reborn enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.
: Add .
Sorcery
Target opponent reveals their hand. You choose an artifact card from it. That player discards that card.
Sorcery
Target opponent chooses a card in your graveyard. You may pay . If you do, repeat this process except that opponent can't choose a card already chosen for Shrouded Lore. Then put the last chosen card into your hand.
Sorcery
Target player in an Un-game you can see from your seat gains control of target creature you control until your next turn. At the beginning of your next upkeep, put two +1/+1 counters on that creature. (A creature is on the battlefield of only the game its controller is playing.)
Sorcery
Conjure a duplicate of each of X target nontoken permanents into your hand. Those cards perpetually gain "You may spend mana as though it were mana of any color to cast this spell." If X is 5 or more, you may put one of them from your hand onto the battlefield.
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
Target opponent reveals their hand. You may choose a nonland card from it. If you do, that player exiles that card. If a nonblack card is exiled this way, exile a card from your hand.
Sorcery
Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn.
Sorcery
Create a token that's a copy of target artifact or creature.
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
Choose target creature you control. Put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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