Sorcery
Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.
Sorcery
Put all creatures on the bottom of their owners' libraries.
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
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
This spell costs less to cast if it targets a tapped creature.
Exile target creature.
Sorcery
Choose a number between 0 and 13. Each player sacrifices that many creatures.
Sorcery
Create a 3/3 green Centaur creature token, then populate. (Create a token that's a copy of a creature token you control.)
Sorcery
Choose one —
• Destroy all tokens.
• Destroy all nonland, nontoken permanents.
Sorcery
Look at the top seven cards of your library. Put up to two planeswalker cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Sorcery
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
Instant
Create four 2/2 white Knight creature tokens with vigilance.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, creatures you control gain indestructible until end of turn.
Sorcery
As an additional cost to cast this spell, choose A through M or N through Z.
Destroy each creature whose name begins with a letter in the chosen range.
Sorcery // Land
Creatures you control get +2/+2 until end of turn.
Makindi Mesas
Makindi Mesas enters the battlefield tapped.
: Add .
Sorcery
Choose one —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all planeswalkers.
Sorcery
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
Sorcery
Choose one or both —
• Exile target creature you don't control.
• Exile target creature you control, then return it to the battlefield under its owner's control.
Sorcery
Search your library for up to three Aura cards with different names, reveal them, put them into your hand, then shuffle.
Sorcery
Destroy target creature with power 4 or greater. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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