Sorcery
Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Draw a card.
Instant
Exile target creature you control, then return that card to the battlefield under its owner's control. It gains first strike until end of turn.
Instant
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Target creature gets +1/+0 and gains flying and first strike until end of turn.
Instant
Target creature gains first strike until end of turn.
Draw a card at the beginning of the next turn's upkeep.
Sorcery
Detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
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 — Lesson
Until end of turn, target nonland permanent loses all abilities and becomes your choice of a blue Frog creature with base power and toughness 1/1 or a blue Octopus creature with base power and toughness 4/4.
Sorcery
Gain control of target artifact until end of turn. Untap that artifact. It gains haste until end of turn.
Sorcery
Mythos of Vadrok deals 5 damage divided as you choose among any number of target creatures and/or planeswalkers. If was spent to cast this spell, until your next turn, those permanents can't attack or block and their activated abilities can't be activated.
Sorcery
Each creature gets twice -X/-X until end of turn. Each player gets X rad counters.
Sorcery
Target creature you control deals damage equal to its power to target creature you don't control. Choose a creature card in your hand. It perpetually gets +X/+X, where X is the amount of excess damage dealt this way.
Sorcery
Target creature you control gets +2/+2 if it's a host or has augment. Then it fights target creature you don't control.
Sorcery
Return X cards at random from your graveyard to your hand. Exile Reap the Past.
Sorcery
Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card's mana value to that permanent or player. You may play the exiled cards until the end of your next turn.
Sorcery
Exile target instant or sorcery card from your graveyard. Creatures you control get +X/+0 until end of turn, where X is that card's mana value. Whenever a creature you control deals combat damage to a player this turn, copy the exiled card. You may cast the copy without paying its mana cost.
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
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.
Tribal Sorcery — Goblin
Target player sacrifices a creature. If a Goblin is sacrificed this way, that player creates two 1/1 black Goblin Rogue creature tokens, and those tokens gain haste until end of turn.
Sorcery
Worldsoul's Rage deals X damage to any target. Put up to X land cards from your hand and/or graveyard onto the battlefield tapped.
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