Planar Despair
Apocalypse — Rare
Sorcery
Domain — All creatures get -1/-1 until end of turn for each basic land type among lands you control.
All of Dominaria recoiled as Yawgmoth and his retainers arrived.
Apocalypse — Rare
Sorcery
Domain — All creatures get -1/-1 until end of turn for each basic land type among lands you control.
All of Dominaria recoiled as Yawgmoth and his retainers arrived.
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Domain — Target player discards a card for each basic land type among lands you control.
Sorcery
You lose X life and create X tapped Powerstone tokens. Then all creatures get -1/-1 until end of turn for each artifact you control. (The tokens are artifacts with ": Add . This mana can't be spent to cast a nonartifact spell.")
Sorcery
All creatures get -1/-1 until end of turn for each Swamp you control.
Sorcery
All creatures get -2/-2 until end of turn.
Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
All creatures get -2/-2 until end of turn.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Sorcery
If an opponent controls a Plains and you control a Swamp, you may cast this spell without paying its mana cost.
All creatures get -2/-2 until end of turn.
Sorcery
You may discard a Swamp card rather than pay this spell's mana cost.
Choose a creature type. All creatures of that type get -1/-1 until end of turn.
Sorcery
Fathomless descent — All creatures get -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
Sorcery
All creatures get -3/-3 until end of turn.
You may cast a spell with mana value 3 or less from your hand without paying its mana cost.
Sorcery
Domain — Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control.
Sorcery
All creatures get -X/-X until end of turn, where X is the greatest mana value of a commander you own on the battlefield or in the command zone.
Sorcery
Choose one —
• All creatures get +2/+0 until end of turn.
• All creatures get -0/-2 until end of turn.
Sorcery
All creatures get -4/-4 until end of turn. You become the monarch.
Sorcery
Domain — Each creature gets -X/-X until end of turn, where X is 1 plus the number of basic land types among lands you control.
Sorcery
Destroy target creature.
All creatures get -3/-3 until end of turn.
Sorcery
Will of the council — Starting with you, each player votes for sickness or psychosis. If sickness gets more votes, creatures your opponents control get -2/-2 until end of turn. If psychosis gets more votes or the vote is tied, each opponent discards two cards.
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