Sorcery
Exile the top card of your library. Exile the top card of your library. Exile the top card of your library. If the last card exiled isn't a land card, repeat this process. Create a 1/1 red Warrior creature token for each nonland card exiled this way.
Sorcery
For each nonland permanent, choose a player at random. Then each player gains control of each permanent for which they were chosen. Untap those permanents.
Sorcery
Exile all nontoken permanents. Starting with you, each player chooses one of the exiled cards and puts it onto the battlefield tapped under their control. Repeat this process until all cards exiled this way have been chosen.
Sorcery
Treacherous Terrain deals damage to each opponent equal to the number of lands that player controls.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Sorcery
You and target opponent each gain control of all creatures the other controls until end of turn. Untap those creatures. Those creatures gain haste until end of turn.
Sorcery
Destroy target land and all other lands with the same name as that land.
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
Shuffle your library. As many times as you choose, you may exile the top card of your library. If the total mana value of the cards exiled this way is 13 or less, you may cast any number of spells from among those cards without paying their mana costs.
Sorcery
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Add . You may open a sealed Magic booster pack. Until end of turn, you may cast spells from among the cards in that booster pack.
Sorcery
You may sacrifice two Mountains rather than pay this spell's mana cost.
Destroy all artifacts.
Sorcery
Target opponent reveals their hand. You may copy an instant or sorcery card in it. If you do, you may cast the copy without paying its mana cost.
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
Destroy target land.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Sorcery
Create a 6/6 black and red Dragon creature token with flying, menace, and "Whenever this creature deals combat damage to a player, gain control of target artifact that player controls."
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Choose any target. Draw three cards, then discard a card. Blast of Genius deals damage equal to the discarded card's mana value to that permanent or player.
Sorcery
Disorder deals 2 damage to each white creature and each player who controls a white creature.
Sorcery
Creatures target player controls can't block this turn. Ember Gale deals 1 damage to each white and/or blue creature that player controls.
Sorcery
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
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