Sorcery
Exile the top thirteen cards of your library, then search your library for a card. Put that card into your hand, then shuffle.
Sorcery
Search your library for up to X cards, put those cards into your hand, then shuffle.
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
All creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
Cycling (, Discard this card: Draw a card.)
When you cycle Dirge of Dread, you may have target creature gain fear until end of turn.
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. You gain life equal to the greatest power among creature cards put into your graveyard this way.
Sorcery
Search your library and graveyard for five cards and exile the rest. Put the chosen cards on top of your library in any order. You lose half your life, rounded up.
Sorcery
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Each player returns all creature cards from their graveyard to their hand.
Sorcery
Target player loses X life and you gain X life, where X is the greatest power among creatures you control.
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Evincar's Justice deals 2 damage to each creature and each player.
Sorcery
Target player sacrifices a creature with mana value 3 or less.
At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Exile into Darkness from your graveyard to your hand.
Sorcery
Yell "Who wants a souvenir?" and announce the name of a nonland card in your graveyard. Each player in an Un-game who can hear you may bid life. You start the bidding at 0. The high bidder loses life equal to the high bid. They copy the card and may cast the copy without paying its mana cost. If you didn't win the bid, you gain life equal to the high bid and create that many Treasure tokens.
Sorcery
Domain — Target player loses X life and you gain X life, where X is the number of basic land types among lands you control.
Sorcery
Draw cards equal to the mana value of target artifact or creature you control. An opponent gains control of that permanent.
Sorcery
You draw three cards and you lose 3 life.
Corrupted — Each opponent who has three or more poison counters loses 3 life.
Sorcery
Target player loses life equal to the damage already dealt to that player this turn.
Sorcery
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.)
Create three tapped 2/2 black Zombie creature tokens and you gain 3 life. If this spell's madness cost was paid, instead create X of those tokens and you gain X life.
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