Sorcery
Return one or two target creatures to their owners' hands.
Sorcery
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
Sorcery
Create a 1/2 blue Bird creature token with flying named Storm Crow.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
Return target permanent to its owner's hand.
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
Return all nonland permanents with mana value X or less to their owners' hands.
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
Sorcery
Dragon's Approach deals 3 damage to each opponent. You may exile Dragon's Approach and four cards named Dragon's Approach from your graveyard. If you do, search your library for a Dragon creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Dragon's Approach.
Sorcery
Target player mills X cards, where X is the number of lands you control.
Sorcery
You may mill three cards. Then return up to one creature card and up to one land card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
Sorcery
Creatures and lands target opponent controls don't untap during their next untap step.
Sorcery
For each creature, its controller sacrifices a permanent unless they pay .
Sorcery
This spell costs less to cast if you control a creature with flying.
Return target nonland permanent you don't control to its owner's hand.
Draw a card.
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