Sorcery
Creatures you control gain trample until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
Draw a card.
Instant
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Draw a card.
Sorcery
Creatures you control gain first strike until end of turn.
Draw a card.
Creature — Faerie // Sorcery — Adventure (1/1)
Flying
Gift of the Fae
Target creature gets +2/+1 and gains flying until end of turn. (Then exile this card. You may cast the creature later from exile.)
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.
Sorcery
Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Draw a card.
Instant
Target creature gains flying until end of turn.
Draw a card at the beginning of the next turn's upkeep.
Snow Sorcery
Choose target creature you control and target creature you don't control. If you control three or more snow permanents, the creature you control gets +1/+0 and gains indestructible until end of turn. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
Sorcery
Gain control of target creature with mana value 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
Sorcery
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
Sorcery
Return two target creatures to their owners' hands.
Cycling (, Discard this card: Draw a card.)
Sorcery
Return up to two target creatures to their owners' hands.
Cycling (, Discard this card: Draw a card.)
Sorcery
Put a +1/+1 counter on target creature you control. It gains vigilance until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Target creature must be blocked this turn if able.
Draw a card.
Sorcery
Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
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 mills four cards.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Sorcery
Target creature gets +3/+0 and gains haste until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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