Instant
Counter target activated ability from an artifact, creature, enchantment, or land. That permanent's activated abilities can't be activated this turn. (Mana abilities can't be targeted.)
Draw a card.
Instant
This spell costs less to cast if you control an artifact creature.
Return target nonland permanent to its owner's hand.
Instant
Exile target artifact or creature, then return it to the battlefield under its owner's control with a +1/+1 counter on it.
Instant
Exile target permanent you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. If it enters the battlefield as a creature, it enters with an additional +1/+1 counter on it.
Instant
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
You may tap or untap target creature.
Instant
Clash with an opponent, then return target creature to its owner's hand. If you win, you may put that creature on top of its owner's library instead. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
Instant
Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities.
Draw a card.
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
Instant
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
Instant
Creatures you control get +1/+1 until end of turn.
Fateful hour — If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
Instant
Kicker (You may pay an additional as you cast this spell.)
Creatures you control get +1/+1 until end of turn. If this spell was kicked, those creatures get +2/+1 until end of turn instead.
Instant
Electrostatic Blast deals 2 damage to any target. When you cast your next instant or sorcery spell, exile the top three cards of your library. You may play one of those cards until end of turn.
Instant
All creatures gain hexproof and indestructible until end of turn. Players gain hexproof until end of turn. Players can't lose life this turn and players can't lose the game or win the game this turn.
Instant
Whenever a creature enters the battlefield under your control this turn, put a +1/+1 counter on it and it gains haste until end of turn.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Instant
You gain shroud until end of turn. (You can't be the target of spells or abilities.)
Cycling (, Discard this card: Draw a card.)
Instant
Cast this spell only during combat before blockers are declared.
All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.)
Draw a card at the beginning of the next turn's upkeep.
Instant
Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn.
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