Instant
Choose one —
• When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
• Target creature you control gains double strike until end of turn.
Sorcery — Arcane
Up to three target creatures can't block this turn.
Sorcery
Creatures you control gain first strike until end of turn.
Draw a card.
Sorcery
Wrap in Flames deals 1 damage to each of up to three target creatures. Those creatures can't block this turn.
Sorcery
As an additional cost to cast this spell, discard a card at random.
Acceptable Losses deals 5 damage to target creature.
Sorcery
Exile the top three cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
Sorcery
Target creature you control deals damage equal to its power to target creature you don't control.
Sorcery
Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.
Sorcery
Choose one or both —
• Destroy target creature with flying.
• Destroy target Attraction. (It's put into its owner's junkyard.)
You may apologize. If you do, you gain 3 life.
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
Sorcery
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them.
If this spell was cast from your hand, add ten mana of any one color.
Sorcery // Sorcery
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of creatures you control.
Authority
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Tap up to two target creatures your opponents control. Creatures you control gain vigilance until end of turn.
Sorcery // Sorcery
Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Dangerous
All creatures able to block target creature this turn do so.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Choose target creature. Roll X six-sided dice. For each even result, put two -1/-1 counters on that creature. For each odd result, create a 1/2 blue Bird creature token with flying named Storm Crow.
Sorcery
Target creature fights another target creature. (Each deals damage equal to its power to the other.)
Instant
If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1.
Sorcery
Gain control of target creature with mana value X or less. If X is 5 or more, create a token that's a copy of that creature.
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