Sorcery
Choose one —
• Return target creature card from your graveyard to your hand.
• Return two target creature cards that share a creature type from your graveyard to your hand.
Sorcery
As an additional cost to cast this spell, put a -1/-1 counter on a creature you control.
Draw two cards.
Sorcery // Land
Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.
Shatterskull, the Hammer Pass
As Shatterskull, the Hammer Pass enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.
: Add .
Sorcery
Target opponent exiles cards from the top of their library until they exile a nonland card. Until end of turn, you may cast that card without paying its mana cost.
Sorcery
If an opponent has more life than you, you gain 4 life.
If an opponent controls more creatures than you, create two 1/1 white Human creature tokens.
If an opponent has more cards in hand than you, draw a card.
Sorcery
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn.
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.)
Sorcery
Put a +1/+1 counter on each of up to two target creatures.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Choose one or both —
• Destroy target creature with flying.
• Destroy target Attraction. (It's put into its owner's junkyard.)
You may apologize. If you do, you gain 3 life.
Creature — Elemental // Sorcery — Adventure (1/3)
Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn.
Bubble Up
Put target instant or sorcery card from your graveyard on top of your library. (Then exile this card. You may cast the creature later from exile.)
Sorcery
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
Sorcery
Roll a d20.
1—9 | Tap all creatures your opponents control.
10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps.
20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter the battlefield tapped.
Instant
Target creature you control gains protection from creatures your opponents control until end of turn. Untap it.
Sorcery
Target creature gets +1/+0 until end of turn and can't be blocked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
Return target creature card from a graveyard to its owner's hand.
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 and you may choose a new target for the copy.)
Sorcery
Choose target creature. Mill four cards, then that creature gets -1/-1 until end of turn for each land card in your graveyard.
Sorcery
Target creature gets -4/-4 until end of turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
Put a +1/+1 counter on target creature you control if its power is 4 or greater. Then that creature gets +1/+1 until end of turn and fights target creature you don't control.
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