Sorcery
Target opponent discards two cards, mills a card, and loses 1 life. You gain 1 life. (To mill a card, a player puts the top card of their library into their graveyard.)
Sorcery
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence.
Flashback
Sorcery
Target opponent loses 5 life unless that player discards two cards or sacrifices a creature or planeswalker. Repeat this process once.
Sorcery
Unless target player pays , that player loses 5 life and you gain 5 life.
Sorcery
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Skewer the Critics deals 3 damage to any target.
Sorcery
Choose one —
• Slagstorm deals 3 damage to each creature.
• Slagstorm deals 3 damage to each player.
Sorcery
Until end of turn, creatures you control get +2/+2 and gain "Whenever this creature deals combat damage to a player or planeswalker, destroy target artifact or enchantment defending player controls."
Sorcery
Bolster X, where X is the number of cards in your hand. Each creature you control with a +1/+1 counter on it gains trample until end of turn. (To bolster X, choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
Sorcery
Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It perpetually gains haste, "This creature can't block," and "At the beginning of your upkeep, this creature deals 1 damage to you."
Sorcery
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Sorcery
Well Done deals 5 damage to target creature. If that creature is rare or mythic rare, Well Done deals 3 damage to that creature's controller.
Sorcery
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
You gain 4 life.
Sorcery
Each opponent loses two times X life. You gain life equal to the life lost this way.
Sorcery
Choose one —
• Target creature gets +5/+5 and gains trample until end of turn.
• Creatures you control get +2/+2 and gain vigilance until end of turn.
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Put a +1/+1 counter on a creature you control.
Sorcery
Destroy all creatures. You gain life equal to the number of creatures you controlled that were destroyed this way.
Sorcery
Surveil 2, then draw two cards. Notion Rain deals 2 damage to you. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Sorcery
Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way.
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