Creature — Insect (2/3)
Flying
When Foundry Hornet enters, if you control a creature with a +1/+1 counter on it, creatures your opponents control get -1/-1 until end of turn.
Creature — Demon (4/5)
Flying
When Archfiend of Sorrows enters, creatures your opponents control get -2/-2 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Hag // Instant — Adventure (3/5)
When Sea Hag enters, creatures your opponents control get -4/-0 until end of turn.
Aquatic Ingress
Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
Creature — Spirit Warrior // Sorcery — Adventure (2/2)
When Shrouded Shepherd enters, target creature you control gets +2/+2 until end of turn.
Cleave Shadows
Creatures your opponents control get -1/-1 until end of turn. (Then exile this card. You may cast the creature later from exile.)
Sorcery
Will of the council — Starting with you, each player votes for sickness or psychosis. If sickness gets more votes, creatures your opponents control get -2/-2 until end of turn. If psychosis gets more votes or the vote is tied, each opponent discards two cards.
Instant
Investigate. Creatures your opponents control get -2/-0 until end of turn. If any of them are suspected, they're no longer suspected. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Instant // Land
Creatures your opponents control get -2/-0 until end of turn.
Beyeen Coast
Beyeen Coast enters tapped.
: Add .
Instant
Creatures your opponents control get -4/-0 until end of turn.
Draw a card.
Enchantment Creature — Giant (4/6)
Constellation — Whenever Doomwake Giant or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn.
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
All creatures get -2/-2 until end of turn. If you have the city's blessing, instead only creatures your opponents control get -2/-2 until end of turn.
Sorcery
Choose one —
• You draw two cards and you lose 2 life.
• Creatures your opponents control get -1/-1 until end of turn.
Instant
Creatures your opponents control get -2/-0 until end of turn.
Cycling (, Discard this card: Draw a card.)
Instant
Creatures your opponents control get -4/-0 until end of turn.
Creature — Human Knight (2/2)
Flying; flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Sorcery
Delirium -- Choose one. If there are four or more card types among cards in your graveyard, choose one or more instead.
o Creatures your opponents control get -1/-1 until end of turn.
o Each opponent discards two cards.
o Each opponent loses 3 life and you gain 3 life.
Creature — Phyrexian Wurm (6/5)
When Massacre Wurm enters, creatures your opponents control get -2/-2 until end of turn.
Whenever a creature an opponent controls dies, that player loses 2 life.
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