Sorcery
Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Sorcery
Target creature gets +2/+0 until end of turn and can't be blocked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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.
Sorcery
Target creature you control gets +1/+0 until end of turn and can't be blocked this turn.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Return target nonland permanent to its owner's hand.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Sorcery
Target player draws three cards. Then that player discards two cards unless they discard a land card.
Sorcery
Search target opponent's library for an artifact, creature, enchantment, or land card. Put that card onto the battlefield under your control. Then that player shuffles.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)
Sorcery
Tap target creature. It doesn't untap during its controller's next untap step.
Escape—, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Sorcery
Draw four cards.
Cycling (, Discard this card: Draw a card.)
Sorcery
Choose a nonland card name. Target player reveals their hand. That player discards a card with that name. If they can't, you draw a card.
Sorcery
Draw four cards, then choose X cards in your hand and discard the rest.
Sorcery
Converge — Draw X cards, where X is the number of colors of mana spent to cast this spell. Then discard two cards.
Sorcery
Reveal the top three cards of your library. Target opponent may choose to put those cards into your hand. If they don't, put those cards into your graveyard and draw five cards.
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Sorcery
Corrupted — This spell costs less to cast if an opponent has three or more poison counters.
Draw two cards.
Sorcery
Draw cards equal to the number of cards in your library, then put a card from your hand on top of your library. You have no maximum hand size until your next turn.
Sorcery
Each player discards any number of cards, then draws that many cards.
Draw a card.
Sorcery
Each opponent mills fourteen cards.
Cycling (, Discard this card: Draw a card.)
When you cycle Fractured Sanity, each opponent mills four cards.
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