Sorcery
Target player discards a card.
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
All creatures get -1/-1 until end of turn.
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
Return target creature card from your graveyard to your hand.
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
As an additional cost to cast this spell, sacrifice a creature.
Target player reveals their hand and discards all cards of each of the sacrificed creature's colors.
Sorcery
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost.
Each player exiles two cards from their hand.
Sorcery
You draw X cards and you lose X life, where X is the number of creatures you control.
Sorcery
Target opponent discards two cards.
Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw cards equal to the mana value of the sacrificed permanent.
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Sorcery
Destroy target tapped creature.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Sorcery
All creatures get -1/-1 until end of turn for each Swamp you control.
Sorcery
Roll a d20.
1—9 | Choose an opponent. That player sacrifices a creature.
10—19 | Each opponent sacrifices a creature.
20 | Each opponent sacrifices a creature with the greatest power among creatures that player controls.
Sorcery — Lesson
As an additional cost to cast this spell, exile a creature you control.
Exile target creature or planeswalker.
Sorcery
As an additional cost to cast this spell, tap an untapped Vampire you control.
Gain control of target creature. Change the text of that creature by replacing all instances of one creature type with Vampire.
Sorcery
Each creature gets twice -X/-X until end of turn. Each player gets X rad counters.
Sorcery
You may discard a Swamp card rather than pay this spell's mana cost.
Choose a creature type. All creatures of that type get -1/-1 until end of turn.
Sorcery
Choose a creature type. Target player draws X cards and loses X life, where X is the number of creatures they control of the chosen type.
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