Sorcery
Exile target artifact or land. Structural Distortion deals 2 damage to that permanent's controller.
Sorcery
This spell costs less to cast if you've sacrificed an artifact this turn.
This spell can't be countered. (This includes by the ward ability.)
Suspicious Detonation deals 4 damage to target creature.
Sorcery
As an additional cost to cast this spell, sacrifice an artifact.
Return target artifact card from your graveyard to the battlefield.
Sorcery
Turn to Slag deals 5 damage to target creature. Destroy all Equipment attached to that creature.
Sorcery
Choose three target nonenchantment permanents. Destroy one of them at random.
Sorcery
Up to two target creatures can't block this turn.
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, discard a card at random.
Acceptable Losses deals 5 damage to target creature.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
Sorcery
As an additional cost to cast this spell, discard X creature cards.
Return X target creatures to their owners' hands.
Sorcery
Alchemist's Greeting deals 4 damage to target 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
Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.
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 opponent reveals their hand. You choose a card from it with mana value 4 or greater and exile that card.
Tribal Sorcery — Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
Sorcery
Arc Blade deals 2 damage to any target. Exile Arc Blade 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
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
Sorcery
Arc Trail deals 2 damage to any target and 1 damage to another target.
Sorcery
Arrow Storm deals 4 damage to any target.
Raid — If you attacked this turn, instead Arrow Storm deals 5 damage to that permanent or player and the damage can't be prevented.
Sorcery
Put an art sticker on a nonland permanent you own. Then ask a person outside the game to rate its new art on a scale from 1 to 5, where 5 is the best. When they rate the art, up to that many target creatures can't block this turn.
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