Sorcery
Domain — All creatures get -1/-1 until end of turn for each basic land type among lands you control.
Creature — Elemental // Sorcery — Adventure (1/3)
Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn.
Bubble Up
Put target instant or sorcery card from your graveyard on top of your library. (Then exile this card. You may cast the creature later from exile.)
Sorcery // Sorcery
Return target creature card with mana value 2 or less from your graveyard to the battlefield.
Fame
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Target creature gets +2/+0 and gains haste until end of turn.
Sorcery
All nonsnow creatures get -X/-X until end of turn, where X is the number of snow permanents you control.
Sorcery // Sorcery
Until end of turn, creatures you control gain trample and "Whenever this creature deals combat damage to a player, draw a card."
Despair
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, that player discards a card."
Creature — Wolf // Sorcery — Adventure (3/2)
, Sacrifice a Food: Hollow Scavenger gets +2/+2 until end of turn. Activate only once each turn.
Bakery Raid
Create a Food token. (Then exile this card. You may cast the creature later from exile.)
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.
Creature — Rabbit // Sorcery — Adventure (2/2)
Creature tokens you control get +1/+1.
Hare Raising
Target creature you control gains vigilance and gets +X/+X until end of turn, where X is the number of creatures you control.
Sorcery
Will of the council — Starting with you, each player votes for sickness or psychosis. If sickness gets more votes, creatures your opponents control get -2/-2 until end of turn. If psychosis gets more votes or the vote is tied, each opponent discards two cards.
Sorcery
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
Sorcery — Lesson
Put two +1/+1 counters on target creature. It gains vigilance until end of turn.
Sorcery
Choose one —
• You draw two cards and you lose 2 life.
• Creatures your opponents control get -1/-1 until end of turn.
Sorcery
Creatures with no counters on them get -2/-2 until end of turn.
Sorcery
Creatures your opponents control get -1/-1 until end of turn. The Ring tempts you.
Sorcery
Creatures of the creature type of your choice get -3/-3 until end of turn.
Creature — Human Soldier // Sorcery — Adventure (2/2)
Callous Sell-Sword enters the battlefield with a +1/+1 counter on it for each creature that died under your control this turn.
Burn Together
Target creature you control deals damage equal to its power to any other target. Then sacrifice it.
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead."
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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