Sorcery
Gain control of each noncommander creature with mana value 3 or less.
Sorcery
Target opponent reveals cards from the top of their library until they reveal a creature card. That player puts all noncreature cards revealed this way into their graveyard, then you put the creature card onto the battlefield under your control.
Sorcery
Choose one —
• Each player shuffles their hand and graveyard into their library.
• Each player draws seven cards.
Entwine (Choose both if you pay the entwine cost.)
Sorcery
Draw three cards. If you control no artifacts, discard a card.
Sorcery
Draw three cards.
Adamant — If at least three blue mana was spent to cast this spell, scry 3.
Sorcery
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Return target creature to its owner's hand.
Sorcery
Exile cards from the top of your library until you exile a land card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Exile Venture Forth with three time counters on it.
Suspend 3—
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
Sorcery
Draw four cards.
Cycling (, Discard this card: Draw a card.)
Sorcery
Draw cards equal to the number of instant and sorcery cards in your graveyard.
Sorcery
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
Sorcery
Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it.
Sorcery
Draw three cards. Then target opponent faces a villainous choice — They discard three cards, or you may cast a spell from your hand without paying its mana cost.
Sorcery — Arcane
Mill a card, then draw cards equal to the milled card's mana value.
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