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Cards similar to Flame Rift (400)

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Wild Guess

Wild Guess

Sorcery

As an additional cost to cast this spell, discard a card.
Draw two cards.

8.2 /10
$0.10
Witchs Mark

Witch's Mark

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.)

8.3 /10
$0.11
Wrangle

Wrangle

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.

6.4 /10
$0.09
Wrenns Resolve

Wrenn's Resolve

Sorcery

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

9.2 /10
$0.71
Rip Apart

Rip Apart

Sorcery

Choose one —
• Rip Apart deals 3 damage to target creature or planeswalker.
• Destroy target artifact or enchantment.

9.3 /10
$0.11
Worldsouls Rage

Worldsoul's Rage

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.

6.6 /10
$1.47
Unnatural Moonrise

Unnatural Moonrise

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.)

7.1 /10
$0.12
Borrowing the East Wind

Borrowing the East Wind

Sorcery

Borrowing the East Wind deals X damage to each creature with horsemanship and each player.

1.5 /10
~$80
Canopy Surge

Canopy Surge

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.

3.5 /10
$0.30
CaveIn

Cave-In

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.

4.5 /10
$2.45
Conductive Current

Conductive Current

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."

10 /10
--
Destructive Force

Destructive Force

Sorcery

Each player sacrifices five lands. Destructive Force deals 5 damage to each creature.

5.1 /10
$0.41
Devastate

Devastate

Sorcery

Destroy target land. Devastate deals 1 damage to each creature and each player.

1.7 /10
$0.14
Domris Ambush

Domri's Ambush

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.

6.3 /10
$0.09
Dry Spell

Dry Spell

Sorcery

Dry Spell deals 1 damage to each creature and each player.

2.8 /10
$0.08
Earthquake

Earthquake

Sorcery

Earthquake deals X damage to each creature without flying and each player.

9.3 /10
$0.89
Ember Gale

Ember Gale

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.

1.4 /10
$0.09
Fire Tempest

Fire Tempest

Sorcery

Fire Tempest deals 6 damage to each creature and each player.

2 /10
--
Flamebreak

Flamebreak

Sorcery

Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn.

5.3 /10
$1.30
Forth Eorlingas

Forth Eorlingas!

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.

8.4 /10
~$19
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