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
Wet Willie of the Damned deals 2½ damage to any target and you gain 2½ life.
Sorcery
Devoid (This card has no color.)
Target opponent exiles two cards from their hand and loses 2 life.
Sorcery
Search target opponent's library for an artifact card and put that card onto the battlefield under your control. Then that player shuffles.
Sorcery
Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order.
Sorcery // Sorcery
Create a 3/3 green Centaur creature token.
Fuse (You may cast one or both halves of this card from your hand.)
Well
You gain 2 life for each creature you control.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Domain — Target player draws a card for each basic land type among lands they control.
Sorcery
This spell costs less to cast for each electrical socket in a wall or floor you can see from your seat.
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +3/+0 and gains haste.
Sorcery
You gain X plus 1 life, where X is the number of green creatures on the battlefield.
Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle.
Sorcery
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead.
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 // Sorcery
Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Dangerous
All creatures able to block target creature this turn do so.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Arrow Storm deals 4 damage to any target.
Raid — If you attacked this turn, instead Arrow Storm deals 5 damage to that permanent or player and the damage can't be prevented.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If it's equipped, you may destroy all Equipment attached to that creature.
Sorcery
Choose two target creatures controlled by the same player. Their controller chooses and sacrifices one of them. Return the other to its owner's hand.
Sorcery
Target creature you control fights target creature the opponent to your left controls. Then that player may copy this spell and may choose new targets for the copy.
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