Instant
Choose one —
• Mardu Charm deals 4 damage to target creature.
• Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn.
• Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Instant
Target creature you control gets +0/+1 and gains hexproof until end of turn.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Draw X cards, then discard X cards. Create a 1/1 white Spirit creature token with flying for each card type among cards discarded this way.
Instant
Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Target permanent becomes the color or colors of your choice. (This effect lasts indefinitely.)
Instant
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent.
Sorcery
If was spent to cast this spell, return up to one target creature to its owner's hand. If was spent to cast this spell, target player reveals their hand, you choose a nonland card from it, then that player discards that card. (Do both if was spent.)
Instant
Until end of turn, target creature gets +0/+2 and another target creature gets -2/-0.
Instant
One or more target creatures become blue until end of turn.
Instant
Kicker (You may pay an additional as you cast this spell.)
Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Instant
Cast this spell only during an opponent's turn, before attackers are declared.
Creatures the active player controls attack this turn if able.
At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.
Instant
Put a +1/+1 counter on target creature. It phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Tribal Instant — Wizard
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
Instant
Tap target creature. It doesn't untap during its controller's next untap step.
Instant
Target creature gets -1/-0 until end of turn. It gets -4/-0 until end of turn instead if you control an outlaw. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Draw a card.
Instant
Kicker (You may pay an additional as you cast this spell.)
Target creature gets -1/-0 until end of turn. If this spell was kicked, that creature blocks this turn if able.
Draw a card.
Instant
Up to two target creatures each get +0/+3 until end of turn. Untap those creatures. At this turn's next end of combat, tap each creature that was blocked by one of those creatures this turn and it doesn't untap during its controller's next untap step.
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