Sorcery // Sorcery
Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Release
Each player sacrifices an artifact, a creature, an enchantment, a land, and a planeswalker.
Fuse (You may cast one or both halves of this card from your hand.)
Instant // Sorcery
Exile up to two target cards from a single graveyard. Target player gains 2 life and draws a card.
Desist
Destroy all artifacts and enchantments.
Instant // Sorcery
Put target spell or nonland permanent into its owner's library second from the top.
Memory
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Each player shuffles their hand and graveyard into their library, then draws seven cards.
Sorcery
Target player draws three cards. Then that player discards two cards unless they discard a land card.
Sorcery
Return one or two target creatures to their owners' hands.
Sorcery
Look at the top five cards of target opponent's library. Put one of those cards into that player's graveyard and the rest on top of their library in any order.
Sorcery
Target player sacrifices half the permanents they control, rounded down.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two 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.)
At the beginning of each player's upkeep, if Curse of the Cabal is suspended, that player may sacrifice a permanent. If the player does, put two time counters on Curse of the Cabal.
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Target player sacrifices two creatures.
Sorcery
Target player draws two cards.
Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Target player discards two cards, then draws as many cards as they discarded this way.
Sorcery
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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
Assist (Another player can pay up to of this spell's cost.)
Two target players each draw a card.
Sorcery
Suspend 3— (Rather than cast this card from your hand, 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.)
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
Sorcery
Tap up to two target artifacts and/or creatures. Put two stun counters on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tribal Sorcery — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Search target opponent's library for an instant or sorcery card. You may cast that card without paying its mana cost. Then that player shuffles.
Sorcery
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Choose target permanent an opponent controls. Search that player's library for a card with the same name and put it onto the battlefield under your control. Then that player shuffles.
Sorcery
Exchange control of two target creatures controlled by different players. If you control neither creature, draw three cards.
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