Sorcery
Roll a d20.
1—9 | Create two 1/1 white Soldier creature tokens.
10—19 | Create two 2/2 white Knight creature tokens.
20 | Create three 2/2 white Knight creature tokens.
Sorcery — Lesson
Exile target nonland permanent. Its controller creates a 3/2 red and white Spirit creature token.
Sorcery
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Sorcery
Return target creature card from your graveyard to the battlefield.
Sorcery
Return each Aura card from your graveyard to the battlefield. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature on the battlefield remain in your graveyard.)
Sorcery
Destroy all creatures with power 4 or greater. They can't be regenerated.
Sorcery
Unless any player pays , search your library for a card, put that card into your hand, then shuffle.
Sorcery
Target creature gets +3/+3 and gains horsemanship until end of turn. (It can't be blocked except by creatures with horsemanship.)
Sorcery
Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
Sorcery
Players play a Magic subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half their life, rounded up.
Sorcery
Support 2. (Put a +1/+1 counter on each of up to two target creatures.)
Draw a card.
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