Tribal Sorcery — Merfolk
Create two 1/1 blue Merfolk Wizard creature tokens.
Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
Sorcery
Create a 1/1 colorless Expansion-Symbol creature token for each different expansion symbol among permanents you control.
Sorcery
Creatures you control get +2/+2 until end of turn. Citizens you control get an additional +1/+1 and gain vigilance until end of turn.
Sorcery
As an additional cost to cast this spell, you may pay any number of times.
You gain 3 life plus an additional 3 life for each additional you paid.
Sorcery
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Sorcery
Typhoon deals damage to each opponent equal to the number of Islands that player controls.
Sorcery
Create a number of 3/3 green Tyranid Warrior creature tokens with trample equal to the number of opponents you have.
Sorcery
Each player creates a 1/1 green Cat creature token for each untapped Forest they control.
Sorcery
Domain — You gain 2 life for each basic land type among lands you control.
Sorcery
Wing Storm deals damage to each player equal to twice the number of creatures with flying that player controls.
Sorcery // Land
Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.
Agadeem, the Undercrypt
As Agadeem, the Undercrypt enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.
: Add .
Sorcery
Return X target outlaw creature cards from your graveyard to the battlefield. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Sorcery
Destroy all creatures. Creature cards in your hand perpetually get +1/+1.
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