Sorcery
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
Sorcery
Return all creature cards from your graveyard to the battlefield. Each of them is a 1/1 Spirit with flying in addition to its other types. Exile Storm of Souls.
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
Goad all creatures your opponents control. Until your next turn, those creatures can't block. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Sorcery
Return a creature you control to its owner's hand, then destroy all creatures.
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
Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Exile all nonland permanents that aren't legendary.
Sorcery
Roll two d6 and choose one result. Destroy each creature with power greater than or equal to that result. Then create a number of 2/2 white Knight creature tokens with vigilance equal to the other result.
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.)
Sorcery
Create a 1/1 white Human creature token for each creature you 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
You gain 2 life for each card in your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Sorcery
This spell costs less to cast if it targets a tapped creature.
Exile target creature.
Sorcery
Exile target nonland permanent. Its controller creates a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Create six 1/1 white Kor Soldier creature tokens. If this spell was kicked, create twelve of those tokens instead.
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Angel, put two +1/+1 counters on it.
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