Sorcery
Exile all permanents. For as long as any of those cards remain exiled, at the beginning of each player's upkeep, that player returns one of the exiled cards they own to the battlefield.
Sorcery
Each opponent exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among those nonland cards without paying their mana costs.
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
Target opponent sacrifices a creature, discards three cards, then loses 5 life. You return a creature card from your graveyard to your hand, draw three cards, then gain 5 life.
Sorcery
Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum.
Sorcery
Exile the top ten cards of your library. You may cast spells with exactly three colors from among them this turn. Add . Spend this mana only to cast spells with exactly three colors.
Sorcery
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
Sorcery
Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards.
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. That creature deals damage equal to its power to each other creature.
Sorcery
Create a 5/5 blue and red Elemental creature token with flying.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery
You win the game if you control a land of each basic land type and a creature of each color.
Sorcery
Search your library for a white card, a blue card, a black card, a red card, and a green card. Reveal those cards, put them into your hand, then shuffle.
Sorcery
Create a 5/5 black and red Elemental creature token. Target opponent sacrifices a creature for each black creature you control, then sacrifices a land for each red creature you control.
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
Until end of turn, creatures you control get +5/+5 and gain first strike, trample, and lifelink.
Sorcery
Treacherous Terrain deals damage to each opponent equal to the number of lands that player controls.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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