Sorcery
Your life total becomes equal to your starting life total. Lands you control don't untap during your next untap step.
Sorcery
Exile all permanents and all cards from all graveyards. Each player shuffles their hand into their library, then draws seven cards. Each player's life total becomes 10. Exile Once More with Feeling.
DCI ruling — A deck can have only one card named Once More with Feeling.
Sorcery
Target player draws cards equal to half the number of cards in their library and loses half their life. Round up each time.
Sorcery
Starting with you, each player may pay any amount of life. Repeat this process until no one pays life. Each player creates a 1/1 black Rat creature token for each 1 life they paid this way.
Sorcery
Two target players exchange life totals. You create an X/X colorless Horror artifact creature token, where X is the difference between those players' life totals.
Sorcery
Create two 1/1 white Vampire creature tokens with lifelink.
Sorcery
Each player's life total becomes the lowest life total among all players.
Sorcery // Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield.
Revenge
Double your life total. Target opponent loses half their life, rounded up.
Sorcery // Land
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
Sea Gate, Reborn
As Sea Gate, Reborn enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.
: Add .
Sorcery
Players play a Magic subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half their life, rounded up.
Sorcery
When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
Each opponent sacrifices a creature. Each opponent who can't loses half their life, rounded up.
Sorcery
Each player shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards. Each player's life total becomes 7.
Sorcery
Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend.
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.)
Sorcery // Land
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Turntimber, Serpentine Wood
As Turntimber, Serpentine Wood enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.
: Add .
Sorcery
Exile all permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1.
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
Sorcery
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
Sorcery
For each opponent, gain control of target permanent that player controls.
Sorcery // Sorcery
Target player mills eight cards.
Fuse (You may cast one or both halves of this card from your hand.)
Entering
Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
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