Sorcery
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
Instant
Choose one —
• You gain 4 life.
• Destroy target enchantment.
• Put a +1/+1 counter on target creature.
Sorcery
Mill X cards. Target player loses 2 life for each creature card put into your graveyard this way.
Instant
Target creature gets +2/+2 until end of turn. You gain 2 life.
Sorcery
Each player may search their library for up to X basic land cards and put them onto the battlefield tapped. Then each player who searched their library this way shuffles.
Sorcery
Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
Draw a card.
Sorcery
X target creatures gain islandwalk until end of turn. (They can't be blocked as long as defending player controls an Island.)
Sorcery
Return target permanent card from your graveyard to the battlefield.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, your life total becomes 26.
Your life total becomes 26.
Sorcery
Psychic Purge deals 1 damage to any target.
When a spell or ability an opponent controls causes you to discard Psychic Purge, that player loses 5 life.
Sorcery
Target opponent reveals their hand. You may choose a nonland card from it. If you do, that player exiles that card. If a nonblack card is exiled this way, exile a card from your hand.
Sorcery
A person outside the game looks at target opponent's hand and chooses a nonland card from it. That player discards that card.
Instant
Target creature gets +2/+2 until end of turn. You gain 1 life for each attacking creature you control.
Sorcery
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
Sorcery
You gain 2 life. Then you may discard two cards. If you do, draw three cards.
Sorcery
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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