Sorcery
Each player mills five cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Choose five permanents you control. For each of those permanents, you may search your library for a card with the same name as that permanent. Put those cards onto the battlefield tapped, then shuffle.
Sorcery
Target player draws three cards. Then that player discards two cards unless they discard a land card.
Sorcery
Choose a card name. Until your next turn, spells with the chosen name can't be cast and lands with the chosen name can't be played.
Draw a card.
Sorcery
Reveal the top three cards of your library. Target opponent may choose to put those cards into your hand. If they don't, put those cards into your graveyard and draw five cards.
Sorcery
You gain 4 life.
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.)
Sorcery
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
Sorcery
Choose a card name other than a basic land card name. Reveal the top seven cards of your library and put all of them with that name into your hand. Exile the rest.
Sorcery
Draw cards equal to the number of cards in your library, then put a card from your hand on top of your library. You have no maximum hand size until your next turn.
Sorcery
Return two target creatures to their owners' hands.
Cycling (, Discard this card: Draw a card.)
Sorcery
Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color.
Draw a card.
Sorcery
As an additional cost to cast this spell, sacrifice a nonland permanent.
Each opponent chooses a permanent they control that shares a card type with the sacrificed permanent and sacrifices it.
Draw a card.
Sorcery
Reveal cards from the top of your library until you reveal three nonland cards. Put the nonland cards revealed this way into your hand, then put the rest of the revealed cards on the bottom of your library in any order.
Sorcery
Look at the top five cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card this turn. At the beginning of the next combat phase this turn, target creature you control deals damage equal to its power to up to one target creature you don't control.
Sorcery
Flame Jet deals 3 damage to target player or planeswalker.
Cycling (, Discard this card: Draw a card.)
Sorcery
Return up to two target creatures to their owners' hands.
Cycling (, Discard this card: Draw a card.)
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