Sorcery
Each player returns each creature card from their graveyard to the battlefield with an additional -1/-1 counter on it.
Sorcery
Return all permanents to their owners' hands. Each player chooses up to seven cards in their hand, then shuffles the rest into their library. Each player loses all unspent mana.
Sorcery
Acidic Soil deals damage to each player equal to the number of lands they control.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Bond of Passion deals 2 damage to any other target.
Sorcery
Roll a six-sided die. Create a number of 1/1 red Goblin creature tokens equal to the result.
Sorcery
Create four 1/1 red Devil creature tokens. They have "When this creature dies, it deals 1 damage to any target."
Sorcery
Shuffle your library, then exile the top four cards. You may cast any number of spells with mana value 5 or less from among them without paying their mana costs. Lands you control don't untap during your next untap step.
Sorcery
Domain — Create a 3/3 green Beast creature token for each basic land type among lands you control.
, Discard Herd Migration: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 3 life.
Sorcery
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Each player searches their library for any number of artifact, creature, enchantment, and/or land cards, puts them onto the battlefield, then shuffles.
Sorcery
Destroy target land. Into the Maw of Hell deals 13 damage to target creature.
Sorcery
Kamahl's Sledge deals 4 damage to target creature.
Threshold — If seven or more cards are in your graveyard, instead Kamahl's Sledge deals 4 damage to that creature and 4 damage to that creature's controller.
Sorcery
This spell can't be countered.
Draw cards equal to the greatest toughness among creatures you control, then put any number of creature cards from your hand onto the battlefield.
Sorcery
Choose an order for artifacts, creatures, and lands. Each player sacrifices one permanent of the first type, sacrifices two of the second type, then sacrifices three of the third type.
Sorcery
Stensia Banquet deals damage to target opponent or planeswalker equal to the number of Vampires you control.
Draw a card.
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.
Sorcery
Council's dilemma — Starting with you, each player votes for Redhorn Pass or Mines of Moria. For each Redhorn Pass vote, search your library for a basic land card and put it onto the battlefield tapped. If you search your library this way, shuffle. For each Mines of Moria vote, return a card from your graveyard to your hand.
Exile Travel Through Caradhras.
Sorcery
Domain — Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control.
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