Plague Wind
Prophecy — rare
Sorcery
Destroy all creatures you don't control. They can't be regenerated.
"The second wind of ascension is Reaver, slaying the unworthy." —*Keld Triumphant*
Prophecy — rare
Sorcery
Destroy all creatures you don't control. They can't be regenerated.
"The second wind of ascension is Reaver, slaying the unworthy." —*Keld Triumphant*
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Destroy all creatures you don't control and all planeswalkers you don't control.
Sorcery
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
Cycling (, Discard this card: Draw a card.)
When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.
Sorcery
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
Sorcery
Destroy all creatures target opponent controls. Draw a card for each creature destroyed this way.
Sorcery
Destroy all creatures. For each nontoken creature destroyed this way, you create a tapped Treasure token.
Sorcery
Choose a creature type. Destroy all creatures that aren't of the chosen type.
Sorcery
Separate all creatures target player controls into two piles. Destroy all creatures in the pile of that player's choice. They can't be regenerated.
Sorcery
As an additional cost to cast this spell, sacrifice a creature.
Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated.
Sorcery
Return all Nightstalker permanent cards from your graveyard to the battlefield. Then destroy all Swamps you control.
Sorcery
Open a sealed Magic booster pack, reveal the cards, and put all creature cards revealed this way onto the battlefield under your control. They're Zombies in addition to their other types. (Remove those cards from your deck before beginning a new game.)
Sorcery
Exile up to five target creature cards from graveyards. An opponent separates those cards into two piles. Put all cards from the pile of your choice onto the battlefield under your control and the rest into their owners' graveyards.
Sorcery
Target player sacrifices half the permanents they control, rounded down.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two 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.)
At the beginning of each player's upkeep, if Curse of the Cabal is suspended, that player may sacrifice a permanent. If the player does, put two time counters on Curse of the Cabal.
Sorcery
Exile all creatures. For each card exiled this way, you may play that card for as long as it remains exiled, and mana of any type can be spent to cast that spell. Exile Heartless Conscription.
Sorcery
As an additional cost to cast this spell, sacrifice a creature.
All creatures get -X/-X until end of turn, where X is the sacrificed creature's power.
Sorcery
Destroy target creature. Its controller loses life equal to its power plus its toughness.
Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five 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
Put all creature cards from all graveyards onto the battlefield under your control.
Sorcery
You control target player during that player's next turn. Exile Worst Fears. (You see all cards that player could see and make all decisions for the player.)
Sorcery
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery
Any number of target players each discard a number of cards equal to the highest mana value among permanents you control.
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