Instant // Sorcery
Exile target card from a graveyard.
Draw a card.
Consume
Target player sacrifices a creature with the greatest power among creatures they control. You gain life equal to its power.
Sorcery
Corrupt deals damage to any target equal to the number of Swamps you control. You gain life equal to the damage dealt this way.
Sorcery // Sorcery
Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.
Injury
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Injury deals 2 damage to target creature and 2 damage to target player or planeswalker.
Sorcery
Target player discards two cards. Ninjas and Rogues you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Target player takes an extra turn after this one. Return up to one target nonland permanent to its owner's hand. Exile Karn's Temporal Sundering.
Sorcery
Take an extra turn after this one. Exile Part the Waterveil.
Awaken 6— (If you cast this spell for , also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
Return up to two target creatures your opponents control to their owners' hands. Target player draws two cards.
Sorcery // Instant
Return target instant or sorcery card from your graveyard to your hand.
Done
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
Sorcery
Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Sorcery
You may cast Tegwyll's Scouring as though it had flash by tapping three untapped creatures you control with flying in addition to paying its other costs.
Destroy all creatures. Create three 1/1 black Faerie Rogue creature tokens with flying.
Creature — Scorpion Scout // Sorcery — Adventure (7/7)
Trample
Once each turn, you may pay rather than pay the mana cost for a creature spell you cast from exile.
Retrieve Prey
Exile target creature card from your graveyard. Until the end of your next turn, you may cast that card. (Then exile this card. You may cast the creature later from exile.)
Sorcery
You control target player during that player's next turn. Exile Worst Fears. (You see all cards that player could see and make all decisions for the player.)
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
Amass Orcs X, then Goblins and Orcs you control gain double strike and haste until end of turn. (To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Sorcery
You destroy four lands you control, then target opponent destroys four lands they control. Then Burning of Xinye deals 4 damage to each creature.
Sorcery
Creatures you control gain haste until end of turn. (They can attack and even if they just came under your control.)
Sorcery
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery
Until your next turn, creatures can't attack you. Exile Chronomantic Escape 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
Destroy any number of target creatures. For each creature destroyed this way, its controller creates a 4/4 red Dragon creature token with flying.
Sorcery
Strive — This spell costs more to cast for each target beyond the first.
Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
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