Instant
Whenever a creature or enchantment enters the battlefield under your control this turn, draw a card.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way this turn, you gain that much life.
Instant
Destroy target enchantment. You gain life equal to its mana value.
Instant
Exile target nonland permanent. For as long as that card remains exiled, its owner may play it. A spell cast by an opponent this way costs more to cast.
Instant
Untap target creature. It gets +1/+4 and gains reach until end of turn.
Instant
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of attacking creatures.
Instant
As an additional cost to cast this spell, discard a red or green card.
Target creature gains trample and gets +X/+0 until end of turn, where X is that creature's mana value.
Instant
Choose one —
• When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
• Target creature you control gains double strike until end of turn.
Instant
Put target nonland permanent into its owner's library just beneath the top X cards of that library.
Instant
Choose one —
• Target creature you control gets +1/+2 until end of turn.
• Return target creature you control to its owner's hand.
Instant
The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.
Instant
Each of X target creatures you control connive. You may have any number of them phase out. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target artifact.
• Destroy target enchantment.
• Target creature gains hexproof and indestructible until end of turn.
Instant
Target creature gains double strike until end of turn.
When you roll a natural 20, return Critical Hit from your graveyard to your hand. (A natural 20 is a roll that displays 20 on the die.)
Instant
Choose two —
• Prevent all damage target instant or sorcery spell would deal this turn.
• Target player sacrifices an enchantment.
• Put a +1/+1 counter on target creature.
• Target creature you control fights target creature you don't control.
Instant
Untap any number of target creatures. Prevent all combat damage that would be dealt to and dealt by those creatures this turn.
Instant
Whenever a creature enters the battlefield under your control this turn, put a +1/+1 counter on it and it gains haste until end of turn.
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.)
Instant
Target creature gets +1/-1 and gains haste until end of turn.
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