Sorcery
Draw three cards, then put a card from your hand on the bottom of your library.
Sorcery
Target player mills five cards.
Cycling (, Discard this card: Draw a card.)
Sorcery
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Sorcery
Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.
Sorcery
Search your library for a card, exile it, then shuffle. Any opponent may have you put that card into your hand. If no player does, you draw three cards.
Sorcery
Search your library for three cards, exile them, then shuffle.
Draw a card at the beginning of the next turn's upkeep.
Sorcery
Each opponent mills fourteen cards.
Cycling (, Discard this card: Draw a card.)
When you cycle Fractured Sanity, each opponent mills four cards.
Sorcery — Arcane
Draw three cards. Discard three cards at the beginning of the next end step.
Sorcery
Draw two cards. Then you may discard two cards. When you do, Ill-Timed Explosion deals X damage to each creature, where X is the greatest mana value among cards discarded this way.
Sorcery
Search your library for three cards, exile them, then shuffle.
Draw a card.
Sorcery
Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Surveil 3 if you have no cards in hand. Then draw three cards. (To surveil 3, look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Sorcery
Draw a card, then draw cards equal to the number of cards named Take Inventory in your graveyard.
Sorcery
Target opponent reveals the top seven cards of their library. You may cast an instant or sorcery spell from among them without paying its mana cost. Then that player puts the rest into their graveyard.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may cast up to two instant and/or sorcery spells from among the revealed cards instead of one.
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)
Sorcery
Look at the top two cards of your library. Manifest one of those cards, then put the other on the top or bottom of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Sorcery
Target player reveals the top four cards of their library. You choose two of those cards and put them into that player's graveyard. Put the rest on top of their library in any order.
Sorcery
Each player mills four cards. Return up to two instant and/or sorcery cards from your graveyard to your hand. Exile Bond of Insight.
Sorcery
If you have no land cards in your hand, seek a land card and a nonland card. Otherwise, seek two nonland cards.
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.