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
Meteor Shower deals X plus 1 damage divided as you choose among any number of targets.
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Target player discards a card.
Sorcery
Target opponent reveals each noncreature, nonland card in their hand. You choose a card revealed this way. That player discards that card. You lose 2 life. If they didn't reveal a card this way, you draw a card.
Sorcery
Shuffle your library. Then exile the top card of your library. Until end of turn, you may play that card without paying its mana cost.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Sorcery
Target player reveals a number of cards from their hand equal to the number of Swamps you control. You choose one of them. That player discards that card.
Sorcery
Creatures target player controls don't untap during that player's next untap step.
Sorcery
Draw three cards. Then discard two cards unless you discard a creature card.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If you control a Wolf or Werewolf, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Sorcery
Exile all cards from your library. Then shuffle your graveyard into your library.
Sorcery
Target player draws four cards.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Sorcery
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.
Sorcery
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
Sorcery
Draw three cards, untap up to two lands, then discard a card.
Sorcery
Create a token that's a copy of target creature you control.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Sorcery
Choose one —
• Draw three cards.
• Return up to two target creatures to their owners' hands.
Sorcery
Return target permanent to its owner's hand. Exile Reality Strobe with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. If this spell was kicked, search your library for two basic land cards instead of one.
Sorcery
Red Sun's Zenith deals X damage to any target. If a creature dealt damage this way would die this turn, exile it instead. Shuffle Red Sun's Zenith into its owner's library.
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