Sorcery
Exile target creature with mana value less than or equal to the number of Plains you control. Its controller gains 3 life.
Sorcery
Exile target creature an opponent controls with mana value 2 or less and all other creatures that player controls with the same name as that creature. Then that player reveals their hand and exiles all cards with that name from their hand and graveyard.
Sorcery
Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker.
Flashback—, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
This spell costs less to cast if a creature card was put into your graveyard from anywhere this turn.
Return up to two target creature cards from your graveyard to your hand.
Sorcery
Return up to two target creature cards from your graveyard to your hand, then discard a card.
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.
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Creatures target player controls get -1/-1 until end of turn. If this spell was kicked, those creatures get -2/-2 until end of turn instead.
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.)
Sorcery
Target player discards a card.
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.)
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
Return target creature card from your graveyard to your hand.
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
Exile X target creature cards from your graveyard. For each creature card exiled this way, create a 2/2 black Zombie creature token.
Sorcery
As an additional cost to cast this spell, sacrifice a creature.
Target player reveals their hand and discards all cards of each of the sacrificed creature's colors.
Sorcery
Target opponent discards two cards.
Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
Choose two —
• Choose target player. They may discard up to X cards. Then they draw a card for each card discarded this way.
• This spell deals X damage to target creature.
• This spell deals X damage to target planeswalker.
• Target creature gets +X/+0 and gains haste until end of turn.
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Sorcery
Return target creature card from your graveyard to your hand.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Return up to one target creature card from your graveyard to your hand. Create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
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