Overrun
Planechase Anthology — uncommon
Sorcery
Creatures you control get +3/+3 and gain trample until end of turn.
Nature doesn't walk.
Planechase Anthology — uncommon
Sorcery
Creatures you control get +3/+3 and gain trample until end of turn.
Nature doesn't walk.
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Buy now! ▶Sorcery
Creatures you control get +2/+2 and gain trample until end of turn. (They can deal excess combat damage to the player or planeswalker they're attacking.)
Sorcery
As an additional cost to cast this spell, gobble X. (Each time you gobble, take a bite of food or sacrifice a Food token.)
X target creatures you control each get +2/+2 and gain trample until end of turn.
Sorcery
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Sorcery
Creatures you control gain vigilance and trample until end of turn. Roll a d20.
1—9 | Creatures you control get +2/+2 until end of turn.
10—19 | Put two +1/+1 counters on each creature you control.
20 | Put four +1/+1 counters on each creature you control.
Sorcery
Until end of turn, creatures you control get +2/+2 and gain "Whenever this creature deals combat damage to a player or planeswalker, destroy target artifact or enchantment defending player controls."
Sorcery
Creatures you control get +2/+2 until end of turn. Citizens you control get an additional +1/+1 and gain vigilance until end of turn.
Sorcery
Creatures you control get +X/+X until end of turn, where X is your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Sorcery
Creatures you control get +2/+2 until end of turn. Whenever a creature blocks this turn, its controller gets a poison counter.
Sorcery
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
Sorcery
Creatures you control get +3/+3 until end of turn. Each creature your opponents control blocks this turn if able.
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
Choose one —
• Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
• Start a Brawl — Creatures you control get +2/+2 until end of turn.
Sorcery
Choose one —
• Target creature gets +5/+5 and gains trample until end of turn.
• Creatures you control get +2/+2 and gain vigilance until end of turn.
Sorcery
Distribute four +1/+1 counters among up to four target creatures you control. Creatures you control gain vigilance and trample until end of turn.
Sorcery
You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.
Sorcery
Bolster X, where X is the number of cards in your hand. Each creature you control with a +1/+1 counter on it gains trample until end of turn. (To bolster X, choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
Sorcery
Until end of turn, each creature you control gets +2/+2 and gains trample and "This creature can't be blocked by more than one creature."
Sorcery
Until end of turn, target creature gets +6/+6 and gains trample, and all creatures able to block it this turn do so.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
( can be paid with any two mana or with . This card's mana value is 6.)
Until end of turn, target creature gets +4/+4 and gains trample, wither, and "When this creature attacks, target creature blocks it this turn if able." (It deals damage to creatures in the form of -1/-1 counters.)
Sorcery
Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.
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