Sorcery
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
Sorcery
Choose target player. Return half the creatures they control to their owner's hand, rounded up.
Sorcery
Exchange control of two target creatures you don't control.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains put into a graveyard this way.
Sorcery
Search target opponent's library for an artifact card and put that card onto the battlefield under your control. Then that player shuffles.
Sorcery
Domain — Target player draws a card for each basic land type among lands they control.
Sorcery
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
This spell costs less to cast if you control two or more legendary creatures.
Scry 2, then draw two cards.
Sorcery
Return up to three target artifacts and/or creatures to their owners' hands.
You may cast a spell with mana value 4 or less from your hand without paying its mana cost.
Sorcery
Draw a card for each tapped creature target opponent controls.
Sorcery
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
Sorcery
Draw two cards.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
Roll a d20.
1—9 | Tap all creatures your opponents control.
10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps.
20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter the battlefield tapped.
Sorcery
Return one or two target creatures to their owners' hands.
Sorcery
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
Sorcery
Target player mills X cards, where X is the number of lands you control.
Sorcery
Return two target creatures to their owners' hands.
Cycling (, Discard this card: Draw a card.)
Sorcery
Draw two cards, then discard a card.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)
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