Rough // Tumble
Planar Chaos — uncommon
Sorcery // Sorcery
Rough deals 2 damage to each creature without flying.
Tumble
Tumble deals 6 damage to each creature with flying.
Planar Chaos — uncommon
Sorcery // Sorcery
Rough deals 2 damage to each creature without flying.
Tumble
Tumble deals 6 damage to each creature with flying.
TCGPlayer low price:
Buy now! ▶Instant // Sorcery
Discard a card, then draw two cards.
Furious
Furious deals 3 damage to each creature without flying.
Creature — Dragon // Sorcery — Adventure (6/3)
Flying
Forktail Sweep
Forktail Sweep deals 1 damage to each creature you don't control. (Then exile this card. You may cast the creature later from exile.)
Sorcery // Sorcery
Whenever a creature enters the battlefield this turn, you may draw a card.
Fuse (You may cast one or both halves of this card from your hand.)
Call
Create four 1/1 white Bird creature tokens with flying.
Fuse (You may cast one or both halves of this card from your hand.)
Instant // Sorcery
Put a +1/+1 counter on each attacking creature you control.
Bother
Create three 1/1 colorless Thopter artifact creature tokens with flying. Surveil 2.
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying, a 3/2 red and white Spirit creature token, and a 4/4 blue and red Elemental creature token.
Artifact Creature — Clown Robot // Sorcery — Adventure (7/7)
Affinity for Clowns (This spell costs less to cast for each Clown you control.)
Trample
Pie-roclasm
Pie-roclasm deals ? damage to each non-Clown creature. (How to calculate ? isn't important. It's a smidgen more than 3.)
Instant // Sorcery
Put target attacking or blocking creature on top of its owner's library.
Warden
Create a 4/4 white and blue Sphinx creature token with flying and vigilance.
Creature — Dragon // Sorcery — Adventure (4/4)
Flying, haste
Explosive Crystal
Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)
Sorcery // Sorcery
Target creature can't block this turn and becomes a Coward in addition to its other types until end of turn.
Time travel.
Killer
Killer deals 3 damage to target creature and each other creature that shares a creature type with it.
Instant // Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
Threat
Create a 4/4 red and green Beast creature token with trample.
Sorcery // Sorcery
Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled.
Fuse (You may cast one or both halves of this card from your hand.)
Blood
Target creature you control deals damage equal to its power to any target.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Until end of turn, colorless creatures you control gain ": This creature deals damage equal to its power to target creature."
Instant // Sorcery
Heaven deals X damage to each creature with flying.
Earth
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Earth deals X damage to each creature without flying.
Sorcery // Sorcery
Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.
Injury
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Injury deals 2 damage to target creature and 2 damage to target player or planeswalker.
Instant // Sorcery
Response deals 5 damage to target attacking or blocking creature.
Resurgence
Creatures you control gain first strike and vigilance until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Instant // Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Ruin
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Ruin deals damage to target creature equal to the number of lands you control.
Sorcery
Devoid (This card has no color.)
Serpentine Spike deals 2 damage to target creature, 3 damage to another target creature, and 4 damage to a third target creature. If a creature dealt damage this way would die this turn, exile it instead.
Creature — Giant Soldier // Sorcery — Adventure (6/5)
Entry Denied
Return target creature you don't control with mana value 3 or less to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
Sorcery
As an additional cost to cast this spell, reveal a colorless creature card from your hand.
Exile each creature and planeswalker with mana value less than the revealed card's mana value.
Sorcery
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
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