Sorcery
As an additional cost to cast this spell, discard X cards.
Return X target nonland permanents to their owners' hands.
Sorcery
Exchange control of two target creatures you don't control.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Exile target creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
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.)
Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
Sorcery
Target player shuffles up to four target cards from their graveyard into their library. You look at the top four cards of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
Sorcery
Target player shuffles their graveyard into their library.
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
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
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
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
Target player activates a mana ability of each land they control. Then that player loses all unspent mana and you add the mana lost this way.
Sorcery
Target player mills X cards, where X is the number of lands you control.
Sorcery
Search your library for three cards, exile them, then shuffle.
Draw a card at the beginning of the next turn's upkeep.
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
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
This spell costs less to cast if it's bargained.
Return target nonland permanent to its owner's hand. Draw a card.
Sorcery
Draw a card.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
This spell costs less to cast if it targets a creature whose controller has eight or more cards in their graveyard.
Gain control of target creature with mana value X.
Sorcery
Search your library for three cards, exile them, then shuffle.
Draw a card.
© 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.