Sorcery
Any player may have Book Burning deal 6 damage to them. If no one does, target player mills six cards.
Sorcery
Draw a card for each tapped creature target opponent controls.
Sorcery
If you have no land cards in your hand, seek a land card and a nonland card. Otherwise, seek two nonland cards.
Creature — Elemental Raccoon // Sorcery — Adventure (2/2)
: Add .
, , Discard a card: Return Bramble Familiar to its owner's hand.
Fetch Quest
Mill seven cards. Then put a creature, enchantment, or land card from among the milled cards onto the battlefield.
Sorcery
Look at the top six cards of your library. You may reveal a creature card from among them. If that card has mana value 2 or less, you may put it onto the battlefield and it gains haste until end of turn. If you didn't put the revealed card onto the battlefield this way, put it into your hand. Put the rest on the bottom of your library in a random order.
Sorcery
Descend 8 — When you cast this spell, if there are eight or more permanent cards in your graveyard, copy this spell twice. You may choose new targets for the copies.
Return target permanent card from your graveyard to your hand. Exile Bygone Marvels.
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
Sorcery
Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card.
Sorcery
Target player discards two cards. That player may copy this spell and may choose a new target for that copy.
Sorcery
Each player mills five cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Seek two cards. You may shuffle them into your library. If you do, seek two cards.
You have no maximum hand size for the rest of the game.
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Draw a card.
Sorcery
Target player shuffles their graveyard into their library.
Draw a card.
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
Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard.
Sorcery
Choose a card name. Until your next turn, spells with the chosen name can't be cast and lands with the chosen name can't be played.
Draw a card.
Sorcery
Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
You gain 4 life.
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.)
Sorcery
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
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