Cards like Cultivate in Fallout:

Farseek

Farseek

Sorcery

Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.

10 /10
$1.15
Harmonize

Harmonize

Sorcery

Draw three cards.

9.9 /10
$0.26
The Nipton Lottery

The Nipton Lottery

Sorcery

Choose a creature at random. You gain control of that creature until end of turn. Untap it. It gains haste until end of turn. Then destroy all other creatures.

5 /10
$0.10
Heroic Reinforcements

Heroic Reinforcements

Sorcery

Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and this turn.)

6.8 /10
$0.07
Martial Coup

Martial Coup

Sorcery

Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.

9.6 /10
$0.11
One with the Machine

One with the Machine

Sorcery

Draw cards equal to the highest mana value among artifacts you control.

9 /10
$0.11
Ravages of War

Ravages of War

Sorcery

Destroy all lands.

6.3 /10
~$16
Nuclear Fallout

Nuclear Fallout

Sorcery

Each creature gets twice -X/-X until end of turn. Each player gets X rad counters.

8.2 /10
$4.37
Casualties of War

Casualties of War

Sorcery

Choose one or more —
• Destroy target artifact.
• Destroy target creature.
• Destroy target enchantment.
• Destroy target land.
• Destroy target planeswalker.

9.4 /10
$0.23
Inspiring Call

Inspiring Call

Instant

Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

9.9 /10
$0.40
Break Down

Break Down

Instant

Destroy target artifact or enchantment. Create a Junk token. (It's an artifact with ", Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")

5.3 /10
$0.09
Heroic Intervention

Heroic Intervention

Instant

Permanents you control gain hexproof and indestructible until end of turn.

10 /10
$8.15
Find  Finality

Find // Finality

Sorcery // Sorcery

Return up to two target creature cards from your graveyard to your hand.

Finality

You may put two +1/+1 counters on a creature you control. Then all creatures get -4/-4 until end of turn.

8.2 /10
$0.10
Atomize

Atomize

Instant

Destroy target nonland permanent. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

8.2 /10
$3.38
Hour of Reckoning

Hour of Reckoning

Sorcery

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.

9.7 /10
$0.12
Mutational Advantage

Mutational Advantage

Instant

Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

8.1 /10
$1.83
Blasphemous Act

Blasphemous Act

Sorcery

This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.

10 /10
$2.23
Chaos Warp

Chaos Warp

Instant

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

10 /10
$0.45
Open the Vaults

Open the Vaults

Sorcery

Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in graveyards.)

9 /10
$0.11
Ruinous Ultimatum

Ruinous Ultimatum

Sorcery

Destroy all nonland permanents your opponents control.

9.7 /10
$1.67

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