Sorcery
Firespout deals 3 damage to each creature without flying if was spent to cast this spell and 3 damage to each creature with flying if was spent to cast this spell. (Do both if was spent.)
Sorcery
Create X 1/1 red Mercenary creature tokens with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Sorcery
Create X 2/2 red Human Knight creature tokens with trample and haste.
Whenever one or more creatures you control deal combat damage to one or more players this turn, you become the monarch.
Sorcery
Target player discards two cards. You gain 3 life for each land card discarded this way.
Sorcery
Create a 4/4 red and green Giant Warrior creature token with haste. Exile it at the beginning of the next end step.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)
Sorcery
Creatures with no counters on them get -2/-2 until end of turn.
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying.
Sorcery
Target opponent reveals cards from the top of their library until four land cards are revealed. That player puts all cards revealed this way into their graveyard.
Sorcery
An opponent chooses one —
• You put a +1/+1 counter on each creature you control and gain 4 life.
• You put a -1/-1 counter on each creature that player controls and Misfortune deals 4 damage to that player.
Sorcery
Exile all opponents' graveyards. You may cast spells from among those cards this turn, and mana of any type can be spent to cast them. At the beginning of the next end step, if any of those cards remain exiled, return them to their owners' graveyards.
Exile Mnemonic Betrayal.
Sorcery — Lesson
Create two 1/1 black and green Pest creature tokens with "When this creature dies, you gain 1 life."
Sorcery
If was spent to cast this spell, return up to one target creature to its owner's hand. If was spent to cast this spell, target player reveals their hand, you choose a nonland card from it, then that player discards that card. (Do both if was spent.)
Sorcery
Exchange control of two target permanents that share a permanent type.
Sorcery
Look at the top X cards of target opponent's library. Exile one of those cards and put the rest back on top of that player's library in any order.
Sorcery
Create two tapped 1/1 white Spirit creature tokens with flying.
Sorcery
Choose a number. Flip a coin that many times or until you lose a flip, whichever comes first. If you win all the flips, draw two cards for each flip.
Sorcery
Target creature you control gets +1/+0 until end of turn and can't be blocked this turn.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Sorcery
You gain 2 life. Then you may discard two cards. If you do, draw three cards.
Sorcery
Creatures you control gain deathtouch until end of turn. Then target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
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