Sorcery
This spell can't be countered.
Lithomantic Barrage deals 1 damage to target creature or planeswalker. It deals 5 damage instead if that target is white and/or blue.
Sorcery
Ban a card other than a basic land card for the rest of the match. (All cards with that name in any zone or sideboard are removed from the match.)
Sorcery
Choose target creature you control and target creature you don't control. If the creature you control entered the battlefield this turn, put a +1/+1 counter on it. Then those creatures fight each other.
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs less to cast for each card exiled this way.
Exile target artifact, creature, or enchantment with mana value X or less.
Sorcery
Target creature gets +1/+1 and gains flying until end of turn.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Sorcery
Target creature gets +1/+1 and gains haste until end of turn.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Creature — Merfolk Wizard // Sorcery — Adventure (0/4)
Venture Deeper
Target player mills four cards. (Then exile this card. You may cast the creature later from exile.)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Target player discards a card.
Sorcery
Return target artifact or enchantment card from a graveyard to its owner's hand.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Sorcery
If X is 1, scry 1, then draw a card.
If X is 2, you may choose a player. They return a creature they control to its owner's hand.
If X is 3, create a 4/4 blue and red Elemental creature token.
If X is 4 or more, do all of the above.
Sorcery
Target creature an opponent controls deals damage equal to its power to another target creature that player controls.
Sorcery
This spell has flash as long as you control a permanent with flash.
As an additional cost to cast this spell, sacrifice a creature.
Destroy target creature.
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Sorcery
Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
Draw a card.
Sorcery
Put a +1/+1 counter on each creature you control. They gain vigilance until end of turn. The Ring tempts you.
Sorcery
Your life total becomes equal to your starting life total. Lands you control don't untap during your next untap step.
Sorcery
Whenever a creature attacks this turn, it gains lifelink until end of turn.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
Target opponent reveals their hand. You choose a creature card from it. That player discards that card.
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