Sorcery
For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.
Sorcery // Sorcery
Create a 3/3 green Hippo creature token.
Feed
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Draw a card for each creature you control with power 3 or greater.
Sorcery
Each player may search their library for up to X basic land cards and put them onto the battlefield tapped. Then each player who searched their library this way shuffles.
Sorcery
Search target player's library for up to X cards, where X is the number of Swamps you control, and exile them. Then that player shuffles.
Sorcery
Scry 5, then reveal the top card of your library. If it's a creature card, you draw cards equal to its power and you gain life equal to its toughness.
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Destroy all nonartifact creatures.
Sorcery
Destroy all creatures target opponent controls. Draw a card for each creature destroyed this way.
Sorcery
Destroy all creatures, then create an X/X colorless Phyrexian Horror artifact creature token, where X is the number of creatures destroyed this way.
Sorcery
For each player, choose friend or foe. Each friend searches their library for a land card, puts it onto the battlefield tapped, then shuffles. Each foe sacrifices an artifact or enchantment they control.
Sorcery
Search your library for up to two enchantment cards, reveal them, put them into your hand, then shuffle.
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Return all legendary permanent cards from your graveyard to the battlefield.
Sorcery
Destroy all creatures target opponent controls. You lose 2 life for each creature destroyed this way.
Creature — Specter // Sorcery — Adventure (4/5)
Whenever Reaper of Night attacks, if defending player has two or fewer cards in hand, it gains flying until end of turn.
Harvest Fear
Target opponent discards two cards. (Then exile this card. You may cast the creature later from exile.)
Sorcery
Red Sun's Zenith deals X damage to any target. If a creature dealt damage this way would die this turn, exile it instead. Shuffle Red Sun's Zenith into its owner's library.
Sorcery
Each player discards their hand, then draws seven cards.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Return target creature card from a graveyard to its owner's hand. Clash with an opponent. If you win, return Revive the Fallen to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
Sorcery
Destroy all tapped creatures. You gain 2 life for each creature destroyed this way.
Sorcery
Return all nonland permanents target player controls to their owner's hand.
Sorcery
Destroy target land, then Roiling Terrain deals damage to that land's controller equal to the number of land cards in that player's graveyard.
Sorcery
Return up to two target creatures your opponents control to their owners' hands. Target player draws two cards.
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