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Cards similar to Twinflame (400)

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Winterthorn Blessing

Winterthorn Blessing

Sorcery

Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

3.9 /10
$0.04
Wrenns Resolve

Wrenn's Resolve

Sorcery

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

9.1 /10
$0.56
Burn at the Stake

Burn at the Stake

Sorcery

As an additional cost to cast this spell, tap any number of untapped creatures you control.
Burn at the Stake deals damage to any target equal to three times the number of creatures tapped this way.

7.4 /10
$0.84
Cathartic Reunion

Cathartic Reunion

Sorcery

As an additional cost to cast this spell, discard two cards.
Draw three cards.

9.7 /10
$0.14
Crackle with Power

Crackle with Power

Sorcery

Crackle with Power deals five times X damage to each of up to X targets.

9.5 /10
$1.11
Curse of the Swine

Curse of the Swine

Sorcery

Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.

9.8 /10
$0.33
Disorder

Disorder

Sorcery

Disorder deals 2 damage to each white creature and each player who controls a white creature.

0.3 /10
$0.17
Echoing Ruin

Echoing Ruin

Sorcery

Destroy target artifact and all other artifacts with the same name as that artifact.

4.9 /10
$0.14
Face to Face

Face to Face

Sorcery

You and target opponent play a best two-out-of-three Rock, Paper, Scissors match. If you win, Face to Face deals 5 damage to that player.

10 /10
$0.46
Feral Encounter

Feral Encounter

Sorcery

Look at the top five cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card this turn. At the beginning of the next combat phase this turn, target creature you control deals damage equal to its power to up to one target creature you don't control.

5.9 /10
$0.10
Flame Jet

Flame Jet

Sorcery

Flame Jet deals 3 damage to target player or planeswalker.
Cycling (, Discard this card: Draw a card.)

1.8 /10
$0.15
Goblin War Party

Goblin War Party

Sorcery

Choose one —
• Create three 1/1 red Goblin creature tokens.
• Creatures you control get +1/+1 and gain haste until end of turn.
Entwine (Choose both if you pay the entwine cost.)

8 /10
$0.12
Ground Assault

Ground Assault

Sorcery

Ground Assault deals damage to target creature equal to the number of lands you control.

6.8 /10
$0.08
Hazorets Undying Fury

Hazoret's Undying Fury

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.

3.6 /10
$0.16
Hidden Strings

Hidden Strings

Sorcery

You may tap or untap target permanent, then you may tap or untap another target permanent.
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.)

8.2 /10
$0.23
Highway Robbery

Highway Robbery

Sorcery

You may discard a card or sacrifice a land. If you do, draw two cards.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

3.3 /10
$0.12
Horn of Valhalla  Ysgards Call

Horn of Valhalla // Ysgard's Call

Artifact — Equipment // Sorcery — Adventure

Equipped creature gets +1/+1 for each creature you control.
Equip

Ysgard's Call

Create X 1/1 white Soldier creature tokens. (Then exile this card. You may cast the artifact later from exile.)

8.9 /10
$0.31
HurlyBurly

Hurly-Burly

Sorcery

Choose one —
• Hurly-Burly deals 1 damage to each creature without flying.
• Hurly-Burly deals 1 damage to each creature with flying.

2.3 /10
$0.01
Last Chance

Last Chance

Sorcery

Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

8.2 /10
~$11
Lose Calm

Lose Calm

Sorcery

Gain control of target creature until end of turn. Untap that creature. It gains haste and menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)

3.7 /10
$0.03
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