Sorcery
Put two +1/+1 counters on target creature you control. Other creatures you control get +1/+1 until end of turn.
Sorcery
Creatures you control get +2/+1 until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Creatures you control get +1/+0 until end of turn.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Sorcery
Creatures you control get +2/+1 until end of turn.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, those creatures also gain vigilance until end of turn. (Attacking doesn't cause them to tap.)
Sorcery // Land
Creatures you control get +2/+2 until end of turn.
Makindi Mesas
Makindi Mesas enters the battlefield tapped.
: Add .
Sorcery
Choose one or both —
• Creatures you control get +1/+0 until end of turn.
• Target Vampire you control deals damage equal to its power to another target creature.
Sorcery
Green creatures you control gain forestwalk until end of turn. (They can't be blocked as long as defending player controls a Forest.)
Creature — Elf Knight Ranger // Sorcery — Adventure (2/2)
: Creatures you control get +1/+1 until end of turn.
Bring Back
Create two 1/1 white Human creature tokens. (Then exile this card. You may cast the creature later from exile.)
Sorcery
Discard your hand, then draw four cards. For each card discarded this way, creatures you control get +1/+0 until end of turn.
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
Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
Sorcery
Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
Sorcery
Bolster X, where X is the number of cards in your hand. Each creature you control with a +1/+1 counter on it gains trample until end of turn. (To bolster X, choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
Sorcery
Devoid (This card has no color.)
Creatures you control get +2/+0 until end of turn. Colorless creatures you control also gain first strike until end of turn.
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