Sorcery
Destroy target creature or planeswalker.
Whenever a creature blocks this turn, its controller loses 1 life.
Sorcery
All creatures get -2/-2 until end of turn. If a creature an opponent controls would die this turn, exile it instead.
Sorcery
Choose target creature you control. Destroy all creatures with power less than that creature's power.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Creatures target player controls get -1/-1 until end of turn. If this spell was kicked, those creatures get -2/-2 until end of turn instead.
Sorcery
If an opponent controls a Plains and you control a Swamp, you may cast this spell without paying its mana cost.
All creatures get -2/-2 until end of turn.
Sorcery
Return target creature card from your graveyard to your hand.
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
You draw X cards and you lose X life, where X is the number of creatures you control.
Sorcery
Create two 2/2 black Zombie creature tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw cards equal to the mana value of the sacrificed permanent.
Sorcery
Return target creature card from your graveyard to your hand.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Tribal Sorcery — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player loses 3 life and you gain 3 life. If this spell's prowl cost was paid, draw a card.
Sorcery
Return up to one target creature card from your graveyard to your hand. Create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Sorcery
Destroy target tapped creature.
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.)
Sorcery
Roll a d20.
1—9 | Choose an opponent. That player sacrifices a creature.
10—19 | Each opponent sacrifices a creature.
20 | Each opponent sacrifices a creature with the greatest power among creatures that player controls.
Sorcery — Lesson
As an additional cost to cast this spell, exile a creature you control.
Exile target creature or planeswalker.
Sorcery
As an additional cost to cast this spell, tap an untapped Vampire you control.
Gain control of target creature. Change the text of that creature by replacing all instances of one creature type with Vampire.
Sorcery
Target player reveals their hand. You choose a nonland card from it. Exile that card.
Sorcery
Each player may bid life. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards.
Sorcery
Converge — You draw X cards and you lose X life, where X is the number of colors of mana spent to cast this spell.
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.