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Cards similar to Summer Bloom (400)

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Storm the Citadel

Storm the Citadel

Sorcery

Until end of turn, creatures you control get +2/+2 and gain "Whenever this creature deals combat damage to a player or planeswalker, destroy target artifact or enchantment defending player controls."

3.8 /10
$0.04
Strategic Planning

Strategic Planning

Sorcery

Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.

8.2 /10
$0.02
Stream of Life

Stream of Life

Sorcery

Target player gains X life.

4.2 /10
$0.21
Strongarm Tactics

Strongarm Tactics

Sorcery

Each player discards a card. Then each player who didn't discard a creature card this way loses 4 life.

2.6 /10
$0.47
Stronghold Gambit

Stronghold Gambit

Sorcery

Each player chooses a card in their hand. Then each player reveals their chosen card. The owner of each creature card revealed this way with the lowest mana value puts it onto the battlefield.

1.8 /10
$0.68
Surging Dementia

Surging Dementia

Sorcery

Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs. Put the rest on the bottom of your library.)
Target player discards a card.

0.2 /10
$0.12
Sweet Oblivion

Sweet Oblivion

Sorcery

Target player mills four cards.
Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

3.2 /10
$0.03
Sylvan Awakening

Sylvan Awakening

Sorcery

Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.

8.8 /10
$1.84
Sylvan Offering

Sylvan Offering

Sorcery

Choose an opponent. You and that player each create an X/X green Treefolk creature token.
Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.

8.6 /10
$0.46
Take to the Streets

Take to the Streets

Sorcery

Creatures you control get +2/+2 until end of turn. Citizens you control get an additional +1/+1 and gain vigilance until end of turn.

2.7 /10
$0.03
Talaras Bane

Talara's Bane

Sorcery

Target opponent reveals their hand. You choose a green or white creature card from it. You gain life equal to that creature card's toughness, then that player discards that card.

0.5 /10
$0.03
Tariff

Tariff

Sorcery

Each player sacrifices the creature they control with the highest mana value unless they pay that creature's mana cost. If two or more creatures a player controls are tied for highest, that player chooses one.

2.5 /10
$0.46
Taste of Paradise

Taste of Paradise

Sorcery

As an additional cost to cast this spell, you may pay any number of times.
You gain 3 life plus an additional 3 life for each additional you paid.

0.7 /10
$0.15
Temporary Truce

Temporary Truce

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.

3.7 /10
$5.92
Tempt with Discovery

Tempt with Discovery

Sorcery

Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.

9.7 /10
$3.19
The Crowd Goes Wild

The Crowd Goes Wild

Sorcery

Assist (Another player can pay up to of this spell's cost. You choose the value of X.)
Support X. (Put a +1/+1 counter on each of up to X target creatures.)
Each creature with a +1/+1 counter on it gains trample until end of turn.

4.5 /10
$0.11
The Five Doctors

The Five Doctors

Sorcery

Kicker (You may pay an additional as you cast this spell.)
Search your library and/or graveyard for up to five Doctor cards, reveal them, and put them into your hand. If you search your library this way, shuffle. If this spell was kicked, put those cards onto the battlefield instead of putting them into your hand.

5.2 /10
$0.10
The Great Aurora

The Great Aurora

Sorcery

Each player shuffles all cards from their hand and all permanents they own into their library, then draws that many cards. Each player may put any number of land cards from their hand onto the battlefield. Exile The Great Aurora.

7 /10
$0.56
The Ultimate Nightmare of Wizards of the Coast Customer Service

The Ultimate Nightmare of Wizards of the Coast® Customer Service

Sorcery

The Ultimate Nightmare of Wizards of the Coast® Customer Service deals X damage to each of Y target creatures and Z target players or planeswalkers.

10 /10
$0.58
Thirsting Roots

Thirsting Roots

Sorcery

Choose one —
• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

9.2 /10
$0.15
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