Sorcery
Choose one or both —
• Return target enchantment card from your graveyard to your hand.
• Destroy target enchantment.
Sorcery
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Angel, put two +1/+1 counters on it.
Sorcery
Create a 4/4 red Dragon Elemental creature token with flying and prowess.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Sorcery
Create X 4/4 white Angel creature tokens with flying.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Each player chooses from the lands they control a land of each basic land type, then sacrifices the rest.
Sorcery
Destroy all artifacts, creatures, and lands. They can't be regenerated.
Sorcery
Return up to two target creature cards that each have a hat and/or mana value 3 or less from your graveyard to the battlefield.
Sorcery
Search your library for up to two enchantment cards, reveal them, put them into your hand, then shuffle.
Sorcery
Return target creature card from your graveyard to the battlefield.
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
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
Create a 1/1 blue and black Horror creature token with flying.
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
Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated.
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