Sorcery
Return target nonland permanent to its owner's hand.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
Exile target creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
Return all permanents of the color of your choice to their owners' hands.
Sorcery
Return each creature without a +1/+1 counter on it to its owner's hand.
Sorcery
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Sorcery
For each player, choose friend or foe. Each friend creates a token that's a copy of a creature they control. Each foe returns a creature they control to its owner's hand.
Sorcery
Discard your hand. Draw seven cards, then discard three cards at random.
Battle — Siege // Sorcery
When Invasion of Alara enters the battlefield, exile cards from the top of your library until you exile two nonland cards with mana value 4 or less. You may cast one of those two cards without paying its mana cost. Put one of them into your hand. Then put the other cards exiled this way on the bottom of your library in a random order.
Awaken the Maelstrom
Awaken the Maelstrom is all colors.
Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.
Sorcery
Each player draws two cards, then discards three cards, then loses 4 life.
Sorcery
Target opponent reveals their hand. You choose a card from it. That player discards that card.
Draw a card.
Sorcery
Target player mills four cards. You draw a card for each creature card put into their graveyard this way.
Sorcery
Each opponent sacrifices a creature or planeswalker, then discards a card. You return a creature or planeswalker card from your graveyard to your hand, then draw a card.
When you cast a Bolas planeswalker spell, exile Dark Intimations from your graveyard. That planeswalker enters the battlefield with an additional loyalty counter on it.
Sorcery
Draw two cards. Then you may discard two cards. When you do, Ill-Timed Explosion deals X damage to each creature, where X is the greatest mana value among cards discarded this way.
Sorcery
Target opponent loses 2 life for each Swamp you control. Last Stand deals damage to target creature equal to the number of Mountains you control. Create a 1/1 green Saproling creature token for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards.
Sorcery
Look at the top three cards of your library. You may exile a nonland card from among them. If you do, it becomes plotted. Put the rest into your hand. (You may cast it as a sorcery on a later turn without paying its mana cost.)
Sorcery
Draw a card. Master the Way deals damage to any target equal to the number of cards in your hand.
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