Sorcery // Sorcery
Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Dangerous
All creatures able to block target creature this turn do so.
Fuse (You may cast one or both halves of this card from your hand.)
Instant // Sorcery
Target creature gets +X/+0 until end of turn, where X is its power.
Victory
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Target creature gains double strike until end of turn.
Sorcery
Choose two target creatures. Untap them. Put two +1/+1 counters on each of them. They gain vigilance, indestructible, and haste until end of turn. After this main phase, there is an additional combat phase. Only the chosen creatures can attack during that combat phase.
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 creature gets +3/+3 until end of turn. Another target creature gets -3/-3 until end of turn.
Sorcery
Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
Sorcery
Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."
Sorcery
Until end of turn, target creature gets +6/+6 and gains trample, and all creatures able to block it this turn do so.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
( can be paid with any two mana or with . This card's mana value is 6.)
Until end of turn, target creature gets +4/+4 and gains trample, wither, and "When this creature attacks, target creature blocks it this turn if able." (It deals damage to creatures in the form of -1/-1 counters.)
Sorcery
Choose three. You may choose the same mode more than once.
• Create a token that's a copy of target creature you control. It gains haste. Sacrifice it at the beginning of the next end step.
• Exile target artifact or enchantment.
• Creatures target player controls get +1/+1 and gain first strike until end of turn.
Sorcery
Target creature gets +3/+3 until end of turn. Exile Cyclical Evolution 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
Target creature gets +3/+3 until end of turn. All creatures able to block it this turn do so.
Sorcery
Target creature gets +7/+7 until end of turn. Up to one other target creature blocks it this turn if able.
Cycling (, Discard this card: Draw a card.)
Instant // Sorcery
Target creature gets +1/+0 and gains indestructible until end of turn.
Lead
Aftermath (Cast this spell only from your graveyard. Then exile it.)
All creatures able to block target creature this turn do so.
Sorcery
It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
As an additional cost to cast this spell, sacrifice any number of creatures.
Target creature gets +2/+2 until end of turn for each creature sacrificed this way.
Sorcery
Choose three. You may choose the same mode more than once.
• Return target monocolored instant or sorcery card from your graveyard to your hand.
• Target creature gets -3/-3 until end of turn.
• Goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Sorcery
Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Sorcery
This spell costs less to cast for each electrical socket in a wall or floor you can see from your seat.
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +3/+0 and gains haste.
Sorcery
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
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