Wild Might
Prophecy — Common
Instant
Wild Might rulings:
2004-10-04: Each player gets the option to pay when the spell resolves.

Prophecy — Common
Instant
Wild Might rulings:
2004-10-04: Each player gets the option to pay when the spell resolves.

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Instant — Arcane
As an additional cost to cast this spell, you may sacrifice any number of Spirits.
Target creature gets +3/+0 until end of turn. For each Spirit sacrificed this way, that creature gets an additional +3/+0 until end of turn.
Instant
Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
Instant
Kicker (You may pay an additional as you cast this spell.)
Target creature gets +3/+3 until end of turn. If this spell was kicked, instead that creature gets +4/+4 and gains trample and haste until end of turn.
Instant
Kicker (You may pay an additional as you cast this spell.)
Target creature gets +2/+2 until end of turn. If this spell was kicked, that creature gets +5/+5 until end of turn instead.
Instant
Kicker (You may pay an additional as you cast this spell.)
Target creature gets +3/+3 until end of turn. If this spell was kicked, that creature gets +5/+5 until end of turn instead.
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
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