Sorcery
Roll two d6 and choose one result. Destroy each creature with power greater than or equal to that result. Then create a number of 2/2 white Knight creature tokens with vigilance equal to the other result.
Sorcery
Choose two —
• Target player mills three cards, then you return a land card from your graveyard to your hand.
• Destroy target noncreature, nonland permanent with mana value 2 or less.
• Target creature gets -3/-1 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
Sorcery
Return target permanent to its owner's hand. Return target permanent card from your graveyard to your hand.
Sorcery
Choose two target creatures controlled by the same player. Their controller chooses and sacrifices one of them. Return the other to its owner's hand.
Sorcery
Destroy all creatures. Creature cards in your hand perpetually get +1/+1.
Sorcery
You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.
Sorcery
Choose one —
• Target creature gets +5/+5 and gains trample until end of turn.
• Creatures you control get +2/+2 and gain vigilance until end of turn.
Sorcery
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.
You may play an additional land this turn.
Sorcery
Put two +1/+1 counters on target creature you control. Other creatures you control get +1/+1 until end of turn.
Sorcery
Up to one target creature has base power and toughness 1/1 until end of turn. Up to one other target creature has base power and toughness 4/4 until end of turn. Then Hostile Takeover deals 3 damage to each creature.
Sorcery
Destroy all creatures. You gain life equal to the number of creatures you controlled that were destroyed this way.
Sorcery
Choose two target creatures. Untap them. Put two +1/+1 counters on each of them. They gain vigilance, indestructible, and haste until end of turn. After this main phase, there is an additional combat phase. Only the chosen creatures can attack during that combat phase.
Sorcery
Choose one —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all planeswalkers.
Sorcery
Return target permanent card from your graveyard to the battlefield.
Sorcery
Destroy target land. Poison the Well deals 2 damage to that land's controller.
Sorcery
Target creature gets +3/+3 and gains double strike until end of turn.
Sorcery
Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If the card's mana value is 1 or less, create a 1/1 white and black Spirit creature token with flying.
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