Sorcery
Choose one —
• Target player sacrifices an artifact.
• Target player sacrifices a creature.
• Target player sacrifices a planeswalker.
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 opponent reveals their hand. You choose a card from it. That player discards that card.
Draw a card.
Sorcery
Choose one or more —
• Clan Defiance deals X damage to target creature with flying.
• Clan Defiance deals X damage to target creature without flying.
• Clan Defiance deals X damage to target player or planeswalker.
Sorcery
Choose one —
• Target player draws two cards.
• Target player discards two cards.
Sorcery
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
Sorcery
Choose one or both —
• Destroy target creature.
• Put a +1/+1 counter on target suspected creature you control. You may have it become no longer suspected.
Sorcery
Choose one or both —
• Deafening Clarion deals 3 damage to each creature.
• Creatures you control gain lifelink until end of turn.
Sorcery
Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library in any order.
Sorcery
Create X 2/2 white Samurai creature tokens with vigilance. They gain menace and haste until end of turn.
Each opponent creates X minus one 2/2 white Samurai creature tokens with vigilance.
Sorcery
Choose one —
• Energy Bolt deals X damage to target player or planeswalker.
• Target player gains X life.
Sorcery
Target opponent chooses X cards from their hand. Look at those cards. You may cast a spell from among them without paying its mana cost.
Sorcery
As an additional cost to cast this spell, sacrifice a nonland permanent.
Each opponent chooses a permanent they control that shares a card type with the sacrificed permanent and sacrifices it.
Draw a card.
Sorcery
Fiery Justice deals 5 damage divided as you choose among any number of targets. Target opponent gains 5 life.
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.
Sorcery
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Destroy target artifact and target enchantment.
Battle — Siege // Sorcery
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Kylem enters the battlefield, up to two target creatures each get +2/+0 and gain vigilance and haste until end of turn.
Valor's Reach Tag Team
Create two 3/2 red and white Warrior creature tokens with "Whenever this creature and at least one other creature token attack, put a +1/+1 counter on this creature."
Sorcery
Target opponent reveals cards from the top of their library until four land cards are revealed. That player puts all cards revealed this way into their graveyard.
Sorcery
Each opponent reveals cards from the top of their library until they reveal X land cards, then puts all cards revealed this way into their graveyard. X can't be 0.
Sorcery
An opponent chooses one —
• You put a +1/+1 counter on each creature you control and gain 4 life.
• You put a -1/-1 counter on each creature that player controls and Misfortune deals 4 damage to that player.
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