Harrowing Journey
Dark Ascension — Uncommon
Sorcery
Target player draws three cards and loses 3 life.
"There are always fools who attempt to traverse Kruin Pass before sundown and every time they wind up in a race for their lives." —Old Rutstein
Dark Ascension — Uncommon
Sorcery
Target player draws three cards and loses 3 life.
"There are always fools who attempt to traverse Kruin Pass before sundown and every time they wind up in a race for their lives." —Old Rutstein
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Target player draws three cards, loses 3 life, and gets three poison counters.
Sorcery
Target player draws X cards and loses X life, where X is the number of artifacts you control.
Sorcery
Target player loses 1 life, discards a card, then sacrifices a permanent.
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
Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless that player sacrifices a permanent or discards a card. You may repeat this process any number of times.
Sorcery
Target player loses 3 life. You gain 3 life and create three 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this creature: Add ."
Sorcery
Target opponent loses 5 life unless that player discards two cards or sacrifices a creature or planeswalker. Repeat this process once.
Sorcery
You draw two cards and each opponent discards two cards. Each player loses 2 life.
Sorcery
Target opponent discards two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this Aura is put into a graveyard, each opponent loses 1 life.)
Sorcery — Arcane
As an additional cost to cast this spell, you may sacrifice any number of Spirits.
Target player loses 2 life plus 2 life for each Spirit sacrificed this way. You gain that much life.
Sorcery
You draw three cards and you lose 3 life.
Corrupted -- Each opponent who has three or more poison counters loses 3 life.
Sorcery
Domain -- Target player loses X life and you gain X life, where X is the number of basic land types among lands you control.
Kindred Sorcery — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player loses 3 life and you gain 3 life. If this spell's prowl cost was paid, draw a card.
Sorcery
Target player loses 2 life and you gain 2 life.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Sorcery
Choose one or more --
o Each player discards two cards.
o Each player loses 4 life.
o Each player sacrifices two creatures.
Sorcery
Unless target player pays , that player loses 5 life and you gain 5 life.
Sorcery
Target opponent loses 3 life.
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.)
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