Sorcery
Disintegrate deals X damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.
Sorcery
Search your library for a card, exile it, then shuffle. Any opponent may have you put that card into your hand. If no player does, you draw three cards.
Sorcery
Choose X. You may choose the same mode more than once.
• Each player sacrifices a nonartifact creature.
• Create a 3/3 black Dalek artifact creature token with menace.
• Each opponent discards a card.
Sorcery
Target opponent reveals their hand. You choose an artifact or creature card from it, then choose an artifact or creature card from their graveyard. Exile the chosen cards.
Sorcery
Earthquake deals X damage to each creature without flying and each player.
Sorcery
As an additional cost to cast this spell, sacrifice a creature or pay .
Exile target creature or planeswalker.
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
When you cast this spell, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Create a token that's a copy of target artifact.
Sorcery
Return target creature card and all other cards with the same name as that card from your graveyard to your hand.
Sorcery
Draw cards equal to the number of cards in your library, then put a card from your hand on top of your library. You have no maximum hand size until your next turn.
Sorcery
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
You may play an additional land this turn.
Sorcery
Converge — Gain control of target creature if its power is less than or equal to the number of colors of mana spent to cast this spell.
Sorcery
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
Creature — Faerie // Sorcery — Adventure (1/1)
Flying
Gift of the Fae
Target creature gets +2/+1 and gains flying until end of turn. (Then exile this card. You may cast the creature later from exile.)
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