Snow Sorcery
Tundra Fumarole deals 4 damage to target creature or planeswalker. Add for each spent to cast this spell. Until end of turn, you don't lose this mana as steps and phases end. ( is mana from a snow source.)
Sorcery
This spell costs less to cast, where X is the total power of creatures you control.
Volcanic Salvo deals 6 damage to each of up to two target creatures and/or planeswalkers.
Sorcery
Each player sacrifices four lands. Wildfire deals 4 damage to each creature.
Sorcery
After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
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
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Take an extra turn after this one. During that turn, damage can't be prevented. [At the beginning of that turn's end step, you lose the game.]
Exile Alchemist's Gambit.
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature.
Artillerize deals 5 damage to any target.
Instant
As an additional cost to cast this spell, sacrifice a creature.
Collateral Damage deals 3 damage to any target.
Sorcery
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Target player discards all the cards in their hand, then draws that many cards.
• Collective Defiance deals 4 damage to target creature.
• Collective Defiance deals 3 damage to target opponent or planeswalker.
Sorcery
Conductive Current deals 3 damage to each creature. Choose an instant or sorcery card in your hand. It perpetually gains "If this spell would deal noncombat damage to a permanent or player, it deals that much damage plus 2 instead."
Sorcery
Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage. (Exile cards from the top of your library until you exile a nonland card with that mana value 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
Crush the Weak deals 2 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell.)
You draw X cards and you lose X life.
Sorcery
Destroy target creature. A creature destroyed this way can't be regenerated.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Devil's Play deals X damage to any target.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Return target creature card from your graveyard to your hand.
Sorcery
Spend only black mana on X.
Drain Life deals X damage to any target. You gain life equal to the damage dealt, but not more life than the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Create a 7/1 red Elemental creature token with trample and haste. Exile it at the beginning of the next end step. If this spell was kicked, that creature gets +7/+0 until end of turn.
Sorcery
You may pay rather than pay this spell's mana cost.
If the cost was paid, an opponent discards any number of cards, then draws that many cards.
Search your library for up to three cards, put them into your hand, shuffle, then discard three cards at random.
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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