Sorcery
All creatures get -X/-X until end of turn, where X is the greatest mana value of a commander you own on the battlefield or in the command zone.
Sorcery
You win the game if you control a land of each basic land type and a creature of each color.
Sorcery
Create a 3/3 green Centaur creature token, then populate. (Create a token that's a copy of a creature token you control.)
Sorcery
Destroy target nonblack creature. It can't be regenerated. Create X 1/1 green Saproling creature tokens, where X is that creature's mana value.
Sorcery
Target creature gets +3/+3 until end of turn. All creatures able to block it this turn do so.
Sorcery
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
Cycling (, Discard this card: Draw a card.)
When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.
Instant // Sorcery
Target creature gets +1/+0 and gains indestructible until end of turn.
Lead
Aftermath (Cast this spell only from your graveyard. Then exile it.)
All creatures able to block target creature this turn do so.
Sorcery
Return any number of permanent cards with different names from your graveyard to the battlefield.
Sorcery
Choose one —
• Target creature gets +5/+5 and gains trample until end of turn.
• Creatures you control get +2/+2 and gain vigilance until end of turn.
Sorcery
Put a +1/+1 counter on target creature you control if its power is 4 or greater. Then that creature gets +1/+1 until end of turn and fights target creature you don't control.
Sorcery
Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
All creatures get -4/-4 until end of turn. You become the monarch.
Sorcery
Until end of turn, each creature you control gets +2/+2 and gains trample and "This creature can't be blocked by more than one creature."
Sorcery
Destroy target artifact or enchantment.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Sorcery
Gain control of target monocolored creature.
Forecast — , Reveal Govern the Guildless from your hand: Target creature becomes the color or colors of your choice until end of turn. (Activate only during your upkeep and only once each turn.)
Sorcery
Any number of target enchanted creatures you control and up to one other target creature you control each deal damage equal to their power to target creature you don't control.
Sorcery
Target green creature you control gets +2/+2 until end of turn. It fights target green creature an opponent controls.
Sorcery
As an additional cost to cast this spell, sacrifice a creature.
All creatures get -X/-X until end of turn, where X is the sacrificed creature's power.
Sorcery
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
Sorcery
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample. It must be blocked this turn if able.
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