Sorcery
Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Target player reveals their hand and discards all Trap cards.
Sorcery
Draw cards equal to the highest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)
Sorcery
Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.
Sorcery
As an additional cost to cast this spell, discard X cards.
Return X target nonland permanents to their owners' hands.
Sorcery
Look at the top four cards of your library. You may reveal up to two instant and/or sorcery cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Draw X cards.
Sorcery
Exchange control of two target creatures you don't control.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
As an additional cost to cast this spell, sacrifice a creature.
Draw three cards.
Sorcery
Target player shuffles up to four target cards from their graveyard into their library. You look at the top four cards of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature.
Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
Sorcery
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
Target opponent reveals their hand. You draw a card for each Mountain and red card in it.
Sorcery
Draw a card for each tapped creature target opponent controls.
Sorcery
Target player shuffles their graveyard into their library.
Draw a card.
Sorcery
Choose two —
• Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
• Roll to visit your Attractions.
• You get .
• You may put a sticker on a nonland permanent you own.
Sorcery
Return one or two target creatures to their owners' hands.
Sorcery
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
Sorcery
This spell costs less to cast for each card you've drawn this turn.
The owner of target nonland permanent puts it into their library second from the top or on the bottom.
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