Instant
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.
Sorcery
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead.
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
You may cast Asinine Antics as though it had flash if you pay more to cast it.
For each creature your opponents control, create a Cursed Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
Sorcery
Each player mills four cards. Return up to two instant and/or sorcery cards from your graveyard to your hand. Exile Bond of Insight.
Sorcery
Each player mills five cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Draw two cards.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
Choose two —
• Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
• Roll to visit your Attractions.
• You get .
• You may put a sticker on a nonland permanent you own.
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.
Sorcery
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Draw a card.
Sorcery
Return one or two target creatures to their owners' hands.
Sorcery
Reveal the top three cards of your library. Target opponent may choose to put those cards into your hand. If they don't, put those cards into your graveyard and draw five cards.
Sorcery
Look at the top ten cards of your library, exile up to two creature cards from among them, then shuffle. Target opponent may choose one of the exiled cards and put it onto the battlefield under their control. Put the rest onto the battlefield under your control.
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
Choose one —
• Each player draws X cards.
• Each player mills X cards.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Draw two cards. If this spell was kicked, draw three cards instead.
Sorcery
Each player discards any number of cards, then draws that many cards.
Draw a card.
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