Sorcery
Target opponent reveals their hand. You draw a card for each Forest and green card in it.
Sorcery
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Sorcery
Each player mills four cards. Return up to two instant and/or sorcery cards from your graveyard to your hand. Exile Bond of Insight.
Sorcery
If you have no land cards in your hand, seek a land card and a nonland card. Otherwise, seek two nonland cards.
Sorcery
Converge — Draw X cards, where X is the number of colors of mana spent to cast this spell. Then discard two cards.
Sorcery
Draw two cards. Then discard a card unless you attacked this turn.
Sorcery
You may reveal an Eldrazi card you own from outside the game or choose a face-up Eldrazi card you own in exile. Put that card into your hand.
Sorcery
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Sorcery
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Draw a card.
Sorcery
Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library in any order.
Sorcery
Return all nonland permanents with mana value X or less to their owners' hands.
Sorcery
Corrupted — This spell costs less to cast if an opponent has three or more poison counters.
Draw two cards.
Sorcery
Put target creature with power 4 or greater on the bottom of its owner's library.
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