Howl of the Horde
Khans of Tarkir — rare
Sorcery
Sets Howl of the Horde has been printed in:
Khans of Tarkir — rare
Sorcery
Sets Howl of the Horde has been printed in:
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As an additional cost to cast this spell, discard a card.
Draw two cards.
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
Sorcery
Barrage of Boulders deals 1 damage to each creature you don't control.
Ferocious — If you control a creature with power 4 or greater, creatures can't block this turn.
Sorcery
Arrow Storm deals 4 damage to any target.
Raid — If you attacked this turn, instead Arrow Storm deals 5 damage to that permanent or player and the damage can't be prevented.
Sorcery
Target opponent exiles the top X cards of their library. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
Sorcery
Target creature you control fights target creature you don't control.
Ferocious — The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater.
Sorcery
Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Sorcery
Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard. You lose 2 life.
Sorcery
Crater's Claws deals X damage to any target.
Ferocious — Crater's Claws deals X plus 2 damage instead if you control a creature with power 4 or greater.
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Sorcery
Create an X/X black and green Spirit Warrior creature token, where X is the greatest toughness among creatures you control.
Sorcery
All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
Sorcery
Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
Sorcery
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
Sorcery
Surveil 5. (Look at the top five cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant
Bring Low deals 3 damage to target creature. If that creature has a +1/+1 counter on it, Bring Low deals 5 damage to it instead.
Sorcery
Draw a card. Master the Way deals damage to any target equal to the number of cards in your hand.
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