Sorcery
Choose one —
• Return target permanent card from your graveyard to your hand.
• Put your commander into your hand from the command zone.
Entwine (Choose both if you pay the entwine cost.)
Sorcery
Mill three cards, then return a land card or Elf card from your graveyard to your hand. If you can't, draw a card. (To mill a card, put the top card of your library into your graveyard.)
Sorcery
As an additional cost to cast this spell, you may pay any number of times.
You gain 3 life plus an additional 3 life for each additional you paid.
Sorcery
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
Sorcery
Choose one —
• Smash It — Destroy target artifact.
• Lift the Curse — Destroy target enchantment.
• Steal Its Eyes — Create a Treasure token and venture into the dungeon. (Enter the first room or advance to the next room.)
Sorcery
One or two target creatures each gain haste until end of turn. For each of those creatures, create a Monster Role token attached to it. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample.)
Sorcery
Search your library for up to X basic land cards, where X is the number of different powers among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
Sorcery
Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card.
• Target creature gets -2/-2 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature or planeswalker you don't control.
Sorcery
Choose target creature. Mill four cards, then that creature gets -1/-1 until end of turn for each land card in your graveyard.
Sorcery
Cast this spell only if you control two or more Vampires.
Destroy target creature. You gain 4 life.
Sorcery
Target player discards two cards. You gain 3 life for each land card discarded this way.
Sorcery
Search your library for up to X basic land cards, where X is the number of tapped creatures you control, put those cards onto the battlefield tapped, then shuffle.
Sorcery
Target opponent loses 2 life for each Swamp you control. Last Stand deals damage to target creature equal to the number of Mountains you control. Create a 1/1 green Saproling creature token for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards.
Sorcery
Destroy all enchantments. You gain 2 life for each enchantment destroyed this way.
Sorcery
Sacrifice X lands. For each land sacrificed this way, draw a card. You may play X additional lands this turn. Lands you control enter the battlefield tapped this turn.
Sorcery
Look at the top X cards of your library, where X is twice the number of lands you control. Put one of them into your hand and the rest on the bottom of your library in a random order.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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