Sorcery
Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.
Sorcery
Put all creatures on the bottom of their owners' libraries.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn.
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
This spell costs less to cast for each creature on the battlefield.
Destroy all creatures.
Sorcery
You control target player during that player's next turn. Exile Worst Fears. (You see all cards that player could see and make all decisions for the player.)
Sorcery
Return target creature card from your graveyard to the battlefield tapped.
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
Create a 3/3 green Centaur creature token, then populate. (Create a token that's a copy of a creature token you control.)
Sorcery
Exile the top X cards of your library. For each land card exiled this way, create a Treasure token. For each blue card exiled this way, draw a card. For each red card exiled this way, Culmination of Studies deals 1 damage to each opponent.
Sorcery
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
Sorcery
Destroy target nonblack creature and target land. They can't be regenerated.
Sorcery
Choose target land. Create three tokens that are copies of it, except they're 3/3 creatures in addition to their other types and they have vigilance and menace. (They're affected by summoning sickness.)
Sorcery
Target creature gets +3/+3 until end of turn. Another target creature gets -3/-3 until end of turn.
Sorcery
Until end of turn, creatures you control get +5/+5 and gain first strike, trample, and lifelink.
Sorcery
Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library in any order.
Sorcery
Target opponent reveals cards from the top of their library until four land cards are revealed. That player puts all cards revealed this way into their graveyard.
Creature — Dragon // Sorcery — Adventure (4/4)
Flying, haste
Explosive Crystal
Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)
Sorcery // Sorcery
Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Dangerous
All creatures able to block target creature this turn do so.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery // Sorcery
Whenever a creature enters the battlefield this turn, you may draw a card.
Fuse (You may cast one or both halves of this card from your hand.)
Call
Create four 1/1 white Bird creature tokens with flying.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Distribute three +1/+1 counters among one, two, or three target creatures, then double the number of +1/+1 counters on each of those creatures.
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