Sorcery
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
Sorcery
Spend only black mana on X.
Consume Spirit deals X damage to any target and you gain X life.
Sorcery
Choose target creature. Mill four cards, then that creature gets -1/-1 until end of turn for each land card in your graveyard.
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
Put any number of target creature cards from your graveyard on top of your library.
Draw a card.
Sorcery
Destroy target creature with power 2 or less. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Sorcery
Choose target creature. Mill three cards, then put a +1/+1 counter on that creature for each creature card in your graveyard.
Sorcery
Target opponent chooses a creature they control. Destroy that creature.
Sorcery
All creatures get -2/-2 until end of turn. If a creature an opponent controls would die this turn, exile it instead.
Sorcery
If an opponent controls a Plains and you control a Swamp, you may cast this spell without paying its mana cost.
All creatures get -2/-2 until end of turn.
Sorcery
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost.
Each player exiles two cards from their hand.
Sorcery
Destroy target tapped creature.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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