Sorcery
Hell to Pay deals X damage to target creature. Create a number of tapped Treasure tokens equal to the amount of excess damage dealt to that creature this way.
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Put a +1/+1 counter on a creature you control.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Target player discards a card. If this spell was kicked, that player discards three cards instead.
Sorcery
Destroy target artifact or land.
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Sorcery
Tap target creature and put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Sorcery
Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Draw a card.
Sorcery
For each player, Incite Rebellion deals damage to that player and each creature that player controls equal to the number of creatures they control.
Sorcery
Destroy X target artifacts and/or creatures. For each permanent destroyed this way, its controller reveals cards from the top of their library until an artifact or creature card is revealed and exiles that card. Those players put the exiled cards onto the battlefield, then shuffle.
Sorcery
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
Sorcery
Create an X/X black and green Spirit Warrior creature token, where X is the greatest toughness among creatures you control.
Sorcery
Choose a land type. Exile all lands you control of that type. Drop those cards, one at a time, onto the playing area from a height of at least one foot. Destroy each permanent completely covered by those cards. Then return the cards you dropped to the battlefield tapped.
Sorcery
Exile target creature an opponent controls with mana value 2 or less and all other creatures that player controls with the same name as that creature. Then that player reveals their hand and exiles all cards with that name from their hand and graveyard.
Sorcery
Target creature an opponent controls blocks this turn if able. Untap that creature. Other creatures that player controls can't block this turn.
Sorcery
Choose one or both —
• Creatures you control get +1/+0 until end of turn.
• Target Vampire you control deals damage equal to its power to another target creature.
Sorcery
Until your next turn, creatures target player controls have base power and toughness 1/1.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Target creature gets +1/+1 and gains haste until end of turn.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Sorcery
You draw a card and you lose 1 life.
Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Sorcery
Target creature an opponent controls deals damage equal to its power to another target creature that player controls.
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