Creature — Merfolk Wizard // Sorcery — Adventure (0/4)
Venture Deeper
Target player mills four cards. (Then exile this card. You may cast the creature later from exile.)
Sorcery
Up to two target creatures each get +4/+4 until end of turn.
Sorcery
Target creature gets +4/+4 until end of turn.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery
Monstrous Onslaught deals X damage divided as you choose among any number of target creatures, where X is the greatest power among creatures you control as you cast this spell.
Sorcery
Mugging deals 2 damage to target creature. That creature can't block this turn.
Sorcery
Target creature an opponent controls deals damage equal to its power to another target creature that player controls.
Sorcery
This spell has flash as long as you control a permanent with flash.
As an additional cost to cast this spell, sacrifice a creature.
Destroy target creature.
Sorcery
Green creatures you control gain forestwalk until end of turn. (They can't be blocked as long as defending player controls a Forest.)
Sorcery
Each player draws a card for each creature card in their graveyard.
Sorcery
Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.
Sorcery
Support 2. (Put a +1/+1 counter on each of up to two target creatures.)
Choose up to one target creature an opponent controls. Each creature you control with a +1/+1 counter on it deals damage equal to its power to that creature.
Sorcery
Scry 5, then reveal the top card of your library. If it's a creature card, you draw cards equal to its power and you gain life equal to its toughness.
Sorcery
Target opponent reveals their hand. You choose a creature card from it. That player discards that card.
Sorcery
Put target creature into its owner's library second from the top. Its controller gains 3 life.
Sorcery
Put a +1/+1 counter on target creature you control, then it fights target creature you don't control. (Each deals damage equal to its power to the other.)
Adamant — If at least three green mana was spent to cast this spell, the creature you control gains indestructible until end of turn.
Sorcery
Choose one —
• Destroy target artifact or enchantment.
• Target creature you control explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Sorcery
Search your library for up to three cards with the same name as target creature, reveal them, put them into your hand, then shuffle.
Sorcery
As an additional cost to cast this spell, gobble X. (Each time you gobble, take a bite of food or sacrifice a Food token.)
X target creatures you control each get +2/+2 and gain trample until end of turn.
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