Crippling Fear
Kaldheim — rare
Sorcery
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
Kaldheim — rare
Sorcery
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
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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
Choose a creature type. Target player draws X cards and loses X life, where X is the number of creatures they control of the chosen type.
Sorcery
Choose one —
• All creatures get +2/+0 until end of turn.
• All creatures get -0/-2 until end of turn.
Sorcery
Choose one —
• You draw two cards and you lose 2 life.
• Creatures your opponents control get -1/-1 until end of turn.
Sorcery
Choose one —
• All creatures get -2/-2 until end of turn.
• Remove two loyalty counters from each planeswalker.
Sorcery
Domain — All creatures get -1/-1 until end of turn for each basic land type among lands you control.
Sorcery
Creatures of the creature type of your choice 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.
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
Destroy target creature.
All creatures get -3/-3 until end of turn.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
If this spell was kicked, put a +1/+1 counter on a creature you control.
All creatures get -2/-2 until end of turn.
Sorcery
All creatures get -2/-2 until end of turn. Exile all creature cards in all graveyards that were put there from the battlefield this turn. If a creature would die this turn, exile it instead.
Sorcery
All nonsnow creatures get -X/-X until end of turn, where X is the number of snow permanents you control.
Sorcery
All creatures get -2/-2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Sorcery
Creatures your opponents control get -1/-1 until end of turn. Exile Festering March with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery
All creatures get -1/-1 until end of turn. Creatures that are green and/or white get an additional -2/-2 until end of turn.
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
All creatures get -2/-2 until end of turn. If you have the city's blessing, instead only creatures your opponents control get -2/-2 until end of turn.
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