Sorcery
Distribute four +1/+1 counters among up to four target creatures you control. Creatures you control gain vigilance and trample until end of turn.
Sorcery
Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.
Instant
Target creature gets +3/+0 and gains trample until end of turn.
Sorcery
Up to two target creatures each get +4/+4 until end of turn.
Sorcery
Target creature gets +3/+3 until end of turn. Another target creature gets -3/-3 until end of turn.
Sorcery
Assist (Another player can pay up to of this spell's cost. You choose the value of X.)
Support X. (Put a +1/+1 counter on each of up to X target creatures.)
Each creature with a +1/+1 counter on it gains trample until end of turn.
Sorcery
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
Sorcery
Put a +1/+1 counter on target creature you control. Another target creature blocks it this turn if able.
Sorcery
Creatures you control get +2/+2 until end of turn. Whenever a creature blocks this turn, its controller gets a poison counter.
Sorcery
Creatures you control gain vigilance and trample until end of turn. Roll a d20.
1—9 | Creatures you control get +2/+2 until end of turn.
10—19 | Put two +1/+1 counters on each creature you control.
20 | Put four +1/+1 counters on each creature you control.
Sorcery
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
Sorcery
Creatures you control get +3/+3 until end of turn. Each creature your opponents control blocks this turn if able.
Sorcery
Destroy target land. If was spent to cast this spell, all creatures get -1/-1 until end of turn.
Sorcery
Until end of turn, creatures you control get +2/+2 and gain "Whenever this creature deals combat damage to a player or planeswalker, destroy target artifact or enchantment defending player controls."
Sorcery
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Sorcery
Domain — Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control.
Sorcery // Sorcery
Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Dangerous
All creatures able to block target creature this turn do so.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Distribute four +1/+1 counters among any number of target creatures.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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