Sorcery
Each player who controls a creature with power 4 or greater draws a card. Then destroy all creatures.
Sorcery
Put a +1/+1 counter on each creature you control.
Adamant — If at least three white mana was spent to cast this spell, creatures you control gain vigilance until end of turn.
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
Sorcery
Choose one —
• Destroy all creatures with power 2 or less.
• Destroy all creatures with power 3 or greater.
Entwine—Sacrifice two lands. (Choose both if you pay the entwine cost.)
Sorcery
Create three 1/1 white Spirit creature tokens with flying.
Sorcery
Create two 1/1 white Spirit creature tokens with flying. You gain 2 life.
Sorcery
Tempting offer — Put a +1/+1 counter on each creature you control. Each opponent may put a +1/+1 counter on each creature they control. For each opponent who does, put a +1/+1 counter on each creature you control.
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Create three 1/1 white Spirit creature tokens with flying. (They can't be blocked except by creatures with flying or reach.)
Sorcery // Sorcery — Adventure
Cast this spell only if you control two or more Doctors.
Take an extra turn after this one. Exile Twice Upon a Time.
Unlikely Meeting
Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
Sorcery
Converge — Create a 1/1 white Kor Ally creature token for each color of mana spent to cast this spell.
Sorcery
Roll two d6 and choose one result. Destroy each creature with power greater than or equal to that result. Then create a number of 2/2 white Knight creature tokens with vigilance equal to the other result.
Sorcery
Destroy target creature with power 4 or greater. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Sorcery
Return up to one target permanent card from your graveyard to your hand. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Two target creatures you control each get +2/+2 and gain flying until end of turn.
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
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