Sorcery
Gain control of target creature until end of turn. Untap it. It gains trample and haste until end of turn.
Sorcery
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +2/+0 and gains haste.
Sorcery
As an additional cost to cast this spell, sacrifice an artifact.
Return target artifact card from your graveyard to the battlefield.
Sorcery
Domain — Tribal Flames deals X damage to any target, where X is the number of basic land types among lands you control.
Sorcery — Arcane
Up to three target creatures can't block this turn.
Sorcery
Target nontoken creature you control gets +2/+0 and gains double team until end of turn. It also gains first strike until end of turn if it has the same name as another creature you control or a creature card in your graveyard.
Sorcery
Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn.
Sorcery
Well Done deals 5 damage to target creature. If that creature is rare or mythic rare, Well Done deals 3 damage to that creature's controller.
Sorcery
Assemble two Contraptions. (Put the top card of your Contraption deck face up onto one of your sprockets. Then repeat this process.)
Sorcery
Gain control of target creature with power 4 or less until end of turn. Untap that creature. It gains haste until end of turn.
Sorcery
Wrap in Flames deals 1 damage to each of up to three target creatures. Those creatures can't block this turn.
Sorcery
Destroy target artifact, creature, or land. Aftershock deals 3 damage to you.
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
Sorcery
Arc Trail deals 2 damage to any target and 1 damage to another target.
Sorcery
Barrage of Boulders deals 1 damage to each creature you don't control.
Ferocious — If you control a creature with power 4 or greater, creatures can't block this turn.
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