Sorcery
Create a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token.
Instant
Target creature gets +3/+3 until end of turn.
Target creature gets +3/+3 until end of turn.
Target creature gets +3/+3 until end of turn.
Sorcery
Choose one —
• Burn Down the House deals 5 damage to each creature and each planeswalker.
• Create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." They gain haste until end of turn.
Sorcery — Arcane
Creatures you control get +1/+0 and gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
Sorcery
For each creature you control, you may search your library for a creature card with the same name as that creature. Put those cards onto the battlefield, then shuffle.
Sorcery
Choose two —
• Put two +1/+1 counters on up to one creature. It gains lifelink until end of turn.
• Destroy each creature with power 2 or less.
• Return up to two creature cards from your graveyard to your hand.
• Each opponent sacrifices a creature with the highest power among creatures they control.
Sorcery
Gain control of target monocolored creature.
Forecast — , Reveal Govern the Guildless from your hand: Target creature becomes the color or colors of your choice until end of turn. (Activate only during your upkeep and only once each turn.)
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
Domain — Create a 3/3 green Beast creature token for each basic land type among lands you control.
, Discard Herd Migration: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 3 life.
Sorcery
Up to one target creature has base power and toughness 1/1 until end of turn. Up to one other target creature has base power and toughness 4/4 until end of turn. Then Hostile Takeover deals 3 damage to each creature.
Sorcery
Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens.
Sorcery
Create a 2/2 green Wolf creature token for each Forest you control.
Battle — Siege // Sorcery
When Invasion of Alara enters the battlefield, exile cards from the top of your library until you exile two nonland cards with mana value 4 or less. You may cast one of those two cards without paying its mana cost. Put one of them into your hand. Then put the other cards exiled this way on the bottom of your library in a random order.
Awaken the Maelstrom
Awaken the Maelstrom is all colors.
Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.
Sorcery
Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of lands you control.
Sorcery
Green creatures you control gain forestwalk until end of turn. (They can't be blocked as long as defending player controls a Forest.)
Sorcery
Scry 5, then reveal the top card of your library. If it's a creature card, you draw cards equal to its power and you gain life equal to its toughness.
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