Sorcery
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
You gain 4 life.
Sorcery
Destroy target artifact, enchantment, or creature with flying. If that permanent's mana value was 3 or less, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy.
Sorcery
Claws of Wirewood deals 3 damage to each creature with flying and each player.
Cycling (, Discard this card: Draw a card.)
Sorcery
Two target creatures your team controls each deal damage equal to their power to target creature.
Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Sorcery
Target creature gets +4/+4 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Sorcery — Lesson
Destroy target artifact or enchantment. If its mana value is 2 or less, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
Sorcery
Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Put a +1/+1 counter on target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
Up to three target creatures can't block this turn.
Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Choose another player. Search your library for a basic land card, put it onto the battlefield, then shuffle. At the beginning of the first upkeep in your next game with that player, search your library for a basic land card, put it onto the battlefield, then shuffle.
Tribal Sorcery — Elf
Create a 1/1 green Elf Warrior creature token for each Elf you control.
Sorcery
Target creature gets +5/+5 until end of turn and must be blocked this turn if able.
Sorcery
Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
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