Sorcery
Look at the top five cards of target opponent's library. Put one of those cards into that player's graveyard and the rest on top of their library in any order.
Creature — Dragon // Sorcery — Adventure (4/4)
Flying, vigilance
Rob the Hoard
Return target artifact, enchantment, or legendary card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
Sorcery
Up to three target creatures can't block this turn.
Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Each player other than target player creates a 5/5 red Dragon creature token with flying.
Instant // Sorcery
Target creature gets +1/+0 and gains indestructible until end of turn.
Lead
Aftermath (Cast this spell only from your graveyard. Then exile it.)
All creatures able to block target creature this turn do so.
Sorcery // Instant
Surveil 2, then draw a card. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Dispersal
Each opponent returns a nonland permanent they control with the highest mana value among permanents they control to its owner's hand, then discards a card.
Sorcery
Choose another player. Search your library for a basic land card, put it onto the battlefield, then shuffle. At the beginning of the first upkeep in your next game with that player, search your library for a basic land card, put it onto the battlefield, then shuffle.
Sorcery // Sorcery
Target player discards two cards.
Fuse (You may cast one or both halves of this card from your hand.)
Dirty
Return target card from your graveyard to your hand.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
Sorcery
Return all creatures to their owners' hands. For each opponent who controlled a creature returned this way, you create two 1/1 blue Faerie creature tokens with flying and "This creature can block only creatures with flying."
Instant // Sorcery
Destroy target attacking or blocking creature.
Market
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Draw two cards, then discard two cards.
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
Sorcery
You may exile two red cards from your hand rather than pay this spell's mana cost.
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Sorcery
Assist (Another player can pay up to of this spell's cost.)
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Game Plan.
Sorcery // Sorcery
Put three +1/+1 counters on target creature.
Fuse (You may cast one or both halves of this card from your hand.)
Take
Remove all +1/+1 counters from target creature you control. Draw that many cards.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Create three 1/1 red Goblin Scout creature tokens with mountainwalk. (They can't be blocked as long as defending player controls a Mountain.)
Sorcery
Return up to two target creatures to their owner's hand.
Search your library and/or graveyard for a card named Jace, Ingenious Mind-Mage, reveal it, and put it into your hand. If you searched your library this way, shuffle.
Sorcery
Create two 2/2 green Bear creature tokens.
Threshold — Create four 2/2 green Bear creature tokens instead if seven or more cards are in your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Shuffle your library, then exile the top four cards. You may cast any number of spells with mana value 5 or less from among them without paying their mana costs. Lands you control don't untap during your next untap step.
Creature — Elemental // Sorcery — Adventure (4/5)
This spell costs less to cast, where X is the number of cards in your graveyard that are instant cards, sorcery cards, and/or have an Adventure.
Stoke Genius
Discard your hand, then draw two cards. (Then exile this card. You may cast the creature later from exile.)
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