Sorcery
Choose target land. Create three tokens that are copies of it, except they're 3/3 creatures in addition to their other types and they have vigilance and menace. (They're affected by summoning sickness.)
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Instant // Sorcery
Response deals 5 damage to target attacking or blocking creature.
Resurgence
Creatures you control gain first strike and vigilance until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Sorcery
Until end of turn, target creature gets +6/+6 and gains trample, and all creatures able to block it this turn do so.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Choose a creature at random. You gain control of that creature until end of turn. Untap it. It gains haste until end of turn. Then destroy all other creatures.
Sorcery
Domain — Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control.
Sorcery
Creatures you control gain first strike until end of turn.
Draw a card.
Sorcery
After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked 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.)
Sorcery
All creatures get -X/-X until end of turn, where X is the greatest mana value of a commander you own on the battlefield or in the command zone.
Sorcery
You win the game if you control a land of each basic land type and a creature of each color.
Sorcery
Search your library for a white card, a blue card, a black card, a red card, and a green card. Reveal those cards, put them into your hand, then shuffle.
Sorcery
Create a 5/5 black and red Elemental creature token. Target opponent sacrifices a creature for each black creature you control, then sacrifices a land for each red creature you control.
Sorcery
Nonland permanents your opponents control lose indestructible until end of turn.
Destroy all nonland permanents.
Sorcery
All creatures get -4/-4 until end of turn. You become the monarch.
Sorcery
Target Giant you control gets +2/+2 and gains trample until end of turn. Whenever it deals combat damage to a player this turn, exile that many cards from the top of your library. Until the end of your next turn, you may play those cards.
Sorcery
Until end of turn, permanents you control gain ": This permanent deals 1 damage to any target."
Sorcery // Sorcery
Search your library for a basic Forest or Plains card, reveal it, put it into your hand, then shuffle.
Flourish
Creatures you control get +2/+2 until end of turn.
Sorcery
Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum.
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