Instant
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."
Instant
Target creature gets +2/+2 and gains trample until end of turn.
Draw a card.
Instant
Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
Cycling (, Discard this card: Draw a card.)
Instant
Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities.
Draw a card.
Instant
Cast this spell only during combat after blockers are declared.
Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
Instant
Target creature gets -4/-0 until end of turn.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Instant
Target creature gets +2/+2 until end of turn. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Instant
Cast this spell only during combat after blockers are declared.
Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn.
Draw a card.
Instant
Target creature you control gets +2/+2 until end of turn. If that creature has toxic, draw a card.
Instant
Investigate, then target creature gets +1/+1 until end of turn for each Clue you control. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Instant
Until end of turn, if one or more creatures would enter the battlefield from exile or after being cast from exile, their owners shuffle them into their libraries instead.
Cycling (, Discard this card: Draw a card.)
Instant
Investigate. Creatures your opponents control get -2/-0 until end of turn. If any of them are suspected, they're no longer suspected. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Instant
Choose one —
• Creatures without flying can't block this turn.
• Gain control of all permanents you own.
• Gruul Charm deals 3 damage to each creature with flying.
Instant
Until end of turn, if a creature would enter the battlefield and it wasn't cast, exile it instead.
Draw a card.
Instant
Creatures your opponents control get -2/-0 until end of turn.
Cycling (, Discard this card: Draw a card.)
Instant
Switch target creature's power and toughness until end of turn.
Draw a card.
Instant
Target creature gets -4/-0 until end of turn.
Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Instant
Target land becomes the basic land type of your choice until end of turn.
Draw a card at the beginning of the next turn's upkeep.
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