Sorcery
Choose five permanents you control. For each of those permanents, you may search your library for a card with the same name as that permanent. Put those cards onto the battlefield tapped, then shuffle.
Sorcery
Each opponent exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among those nonland cards without paying their mana costs.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. It gains haste.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Sorcery
Draw three cards. Then target opponent faces a villainous choice — They discard three cards, or you may cast a spell from your hand without paying its mana cost.
Sorcery
Return target creature card from your graveyard to your hand. Morgue Burst deals damage to any target equal to the power of the card returned this way.
Sorcery
Destroy target nonblack creature and target land. They can't be regenerated.
Sorcery
Target creature gets +3/+3 and gains double strike until end of turn.
Sorcery
Return all creatures on the battlefield and all creature cards in graveyards to their owners' hands.
Sorcery
Until end of turn, creatures you control get +5/+5 and gain first strike, trample, and lifelink.
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. That creature deals damage equal to its power to each other creature.
Sorcery
Target player sacrifices a creature. You draw cards equal to that creature's power.
Sorcery
Each player returns each creature card from their graveyard to the battlefield with an additional -1/-1 counter on it.
Sorcery
Return up to one target artifact card, up to one target land card, and up to one target non-Aura enchantment card from your graveyard to the battlefield. They are 5/5 Elemental creatures in addition to their other types.
Sorcery
For each land you control, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Sorcery
Choose up to four target creatures you don't control. For each of them, that creature's controller faces a villainous choice — That creature becomes a 1/1 white Human creature and loses all abilities, or you create a token that's a copy of it.
Sorcery
Choose a creature type. For each creature you control of the chosen type, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
Sorcery
Choose one —
• Disarm — Destroy target artifact. Create four Treasure tokens.
• Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
Sorcery
Take an extra turn after this one. Exile Part the Waterveil.
Awaken 6— (If you cast this spell for , also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
Roll two d12 and choose one result. Reckless Endeavor deals damage equal to that result to each creature. Then create a number of Treasure tokens equal to the other result.
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.
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