Sorcery
As an additional cost to cast this spell, discard a card.
Draw two cards.
Sorcery
You may discard a card. If you do, draw two cards.
Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this Aura is put into a graveyard, each opponent loses 1 life.)
Sorcery
Gain control of target creature with power 4 or less until end of turn. Untap that creature. It gains haste until end of turn.
Sorcery
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Sorcery
Choose one —
• Rip Apart deals 3 damage to target creature or planeswalker.
• Destroy target artifact or enchantment.
Sorcery
Worldsoul's Rage deals X damage to any target. Put up to X land cards from your hand and/or graveyard onto the battlefield tapped.
Sorcery
It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Borrowing the East Wind deals X damage to each creature with horsemanship and each player.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Canopy Surge deals 1 damage to each creature with flying and each player. If this spell was kicked, it deals 4 damage to each creature with flying and each player instead.
Sorcery
You may exile a red card from your hand rather than pay this spell's mana cost.
Cave-In deals 2 damage to each creature and each player.
Sorcery
Conductive Current deals 3 damage to each creature. Choose an instant or sorcery card in your hand. It perpetually gains "If this spell would deal noncombat damage to a permanent or player, it deals that much damage plus 2 instead."
Sorcery
Each player sacrifices five lands. Destructive Force deals 5 damage to each creature.
Sorcery
Destroy target land. Devastate deals 1 damage to each creature and each player.
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature or planeswalker you don't control.
Sorcery
Earthquake deals X damage to each creature without flying and each player.
Sorcery
Creatures target player controls can't block this turn. Ember Gale deals 1 damage to each white and/or blue creature that player controls.
Sorcery
Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn.
Sorcery
Create X 2/2 red Human Knight creature tokens with trample and haste.
Whenever one or more creatures you control deal combat damage to one or more players this turn, you become the monarch.
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