Sorcery
Players play a Magic subgame under the table, starting at 5 life and using their libraries as their decks. The winner searches their library for two cards, puts those cards into their hand, then shuffles.
Sorcery
An opponent chooses one —
• You draw three cards.
• You destroy up to two target creatures that player controls. They can't be regenerated. That player draws up to three cards.
Sorcery
Draw cards equal to the mana value of target artifact or creature you control. An opponent gains control of that permanent.
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Sorcery
Choose one —
• You draw two cards and you lose 2 life.
• Creatures your opponents control get -1/-1 until end of turn.
Sorcery
You draw two cards and you lose 2 life. Each opponent gets a poison counter.
Sorcery
Target player discards two cards. Ninjas and Rogues you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)
Sorcery
Choose a nonartifact, nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
Sorcery
You draw X cards and you lose X life, where X is the number of creatures you control.
Sorcery
Converge — You draw X cards and you lose X life, where X is the number of colors of mana spent to cast this spell.
Sorcery — Lesson
Create two 1/1 black and green Pest creature tokens with "When this creature dies, you gain 1 life."
Sorcery
Ribbons of Night deals 4 damage to target creature and you gain 4 life. If was spent to cast this spell, draw a card.
Sorcery
Put a +1/+1 counter on up to one target creature. You gain 2 life. You may play an additional land this turn.
Draw a card.
Sorcery
Return X target creature cards from your graveyard to your hand. You lose X life.
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