Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Time Reversal.
Sorcery
Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.
Sorcery
Draw cards equal to the highest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)
Sorcery
( can be paid with any two mana or with . This card's mana value is 6.)
Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.
Sorcery
Domain — Target player draws a card for each basic land type among lands they control.
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
Sorcery
Return up to three target artifacts and/or creatures to their owners' hands.
You may cast a spell with mana value 4 or less from your hand without paying its mana cost.
Sorcery
Choose any target. Draw three cards, then discard a card. Blast of Genius deals damage equal to the discarded card's mana value to that permanent or player.
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
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
Sorcery
Look at the top five cards of target opponent's library. Put one of those cards into that player's graveyard and the rest on top of their library in any order.
Sorcery
This spell costs less to cast for each card you've drawn this turn.
The owner of target nonland permanent puts it into their library second from the top or on the bottom.
Sorcery
Return all nonland permanents to their owners' hands.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in a random order.
Sorcery
Target player mills X cards, where X is the number of lands you control.
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