360 results — page 1 of 20
Target creature gets -5/-0 until end of turn.
Target creature gets -4/-0 until end of turn. Scry 2.
Target creature gets -3/-0 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Target creature gets -3/-0 until end of turn.
Target creature gets -0/-3 until end of turn.
Cycling (, Discard this card: Draw a card.)
Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Target creature gets -4/-0 until end of turn.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Target creature gets -1/-0 until end of turn.
Draw a card.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Target creature gets -2/-0 until end of turn.
Target creature perpetually gets -2/-0.
Until end of turn, target creature gets +1/+3 and gains flying and toxic 1. (Players dealt combat damage by that creature also get a poison counter.)
Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Target creature gains flying until end of turn.
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Target creature gets +1/+1 and gains flying until end of turn.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)