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Types Artifact Creature Land
Enchantment Instant Planeswalker Sorcery
Subtypes Legendary Dinosaur Pirate Merfolk Vampire
Colors White Blue Black Red Green
Multicolor Colorless
Rarity Common Uncommon Rare Mythic Rare
Sets Streets of New Capenna Kamigawa: Neon Dynasty Innistrad: Crimson Vow Innistrad: Midnight Hunt Jumpstart: Historic Horizons
Dungeons & Dragons: Adventures in the Forgotten Realms Strixhaven: School of Mages Kaldheim Kaladesh Remastered Zendikar Rising
Amonkhet Remastered Jumpstart Core Set 2021 Ikoria Lair of Behemoths Theros Beyond Death
Throne of Eldraine Core Set 2020 War of the Spark Ravnica Allegiance Guilds of Ravnica
Core Set 2019 Dominaria Rivals of Ixalan Ixalan Arena Only
Anthologies Explorer Anthology 1 Historic Anthology 6 Historic Anthology 5 Historic Anthology IV
Historic Anthology III Historic Anthology II Historic Anthology: Rhys the Redeemed Historic Anthology 1
Alchemy Alchemy Horizons: Baldur's Gate Alchemy: New Capenna Alchemy: Kamigawa Alchemy: Innistrad
To list cards by their color and converted mana cost use these alternative filters.

394 results
Act of Treason Red (3)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and Tap this turn.)
Adventurous Impulse Green (1)
Sorcery
Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Aerial Assault White (3)
Sorcery
Destroy target tapped creature. You gain 1 life for each creature you control with flying.
Agonizing Remorse Black (2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it or a card from their graveyard. Exile that card. You lose 1 life.
Agonizing Syphon Black (4)
Sorcery
Agonizing Syphon deals 3 damage to any target and you gain 3 life.
Aid the Fallen Black (2)
Sorcery
Choose one or both —

• Return target creature card from your graveyard to your hand.
• Return target planeswalker card from your graveyard to your hand.

Ajani's Influence WhiteWhite (4)
Sorcery
Put two +1/+1 counters on target creature.

Look at the top five cards of your library. You may reveal a white card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Allure of the Unknown BlackRed (5)
Sorcery
Reveal the top six cards of your library. An opponent exiles a nonland card from among them, then you put the rest into your hand. That opponent may cast the exiled card without paying its mana cost.
Alter Fate Black (2)
Sorcery — Adventure
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
Angelic Edict White (5)
Sorcery
Exile target creature or enchantment.
Angrath's Fury BlackRed (5)
Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Angrath's Rampage BlackRed (2)
Sorcery
Choose one —

• Target player sacrifices an artifact.
• Target player sacrifices a creature.
• Target player sacrifices a planeswalker.

Apex of Power RedRedRed (10)
Sorcery
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them.

If this spell was cast from your hand, add ten mana of any one color.

Arterial Flow BlackBlack (3)
Sorcery
Each opponent discards two cards. If you control a Vampire, each opponent loses 2 life and you gain 2 life.
Assassin's Strike BlackBlack (6)
Sorcery
Destroy target creature. Its controller discards a card.
Awaken the Erstwhile BlackBlack (5)
Sorcery
Each player discards all the cards in their hand, then creates that many 2/2 black Zombie creature tokens.
Bad Deal BlackBlack (6)
Sorcery
You draw two cards and each opponent discards two cards. Each player loses 2 life.
Banefire Red (1)
Sorcery
Banefire deals X damage to any target.

If X is 5 or more, this spell can't be countered and the damage can't be prevented.

Bankrupt in Blood Black (2)
Sorcery
As an additional cost to cast this spell, sacrifice two creatures.

Draw three cards.

Barter in Blood BlackBlack (4)
Sorcery
Each player sacrifices two creatures.
Basri's Aegis WhiteWhite (4)
Sorcery
Put a +1/+1 counter on each of up to two target creatures. You may search your library and/or graveyard for a card named Basri, Devoted Paladin, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Basri's Solidarity White (2)
Sorcery
Put a +1/+1 counter on each creature you control.
Bathe in Dragonfire Red (3)
Sorcery
Bathe in Dragonfire deals 4 damage to target creature.
Battle Display Red (1)
Sorcery — Adventure
Destroy target artifact. (Then exile this card. You may cast the creature later from exile.)
Beacon Bolt BlueRed (3)
Sorcery
Beacon Bolt deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.

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.)

Biogenic Upgrade GreenGreen (6)
Sorcery
Distribute three +1/+1 counters among one, two, or three target creatures, then double the number of +1/+1 counters on each of those creatures.
Blazing Volley Red (1)
Sorcery
Blazing Volley deals 1 damage to each creature your opponents control.
Bleeding Edge BlackBlack (3)
Sorcery
Up to one target creature gets -2/-2 until end of turn. Amass 2. (Put two +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)
Blood Divination Black (4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature.

Draw three cards.

Blood for Bones Black (4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature.

Return a creature card from your graveyard to the battlefield, then return another creature card from your graveyard to your hand.

Blow Your House Down Red (3)
Sorcery
Up to three target creatures can't block this turn. Destroy any of them that are Walls.
Board the Weatherlight White (2)
Sorcery
Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Bond of Discipline White (5)
Sorcery
Tap all creatures your opponents control. Creatures you control gain lifelink until end of turn.
Bond of Flourishing Green (2)
Sorcery
Look at the top three cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in any order. You gain 3 life.
Bond of Insight Blue (4)
Sorcery
Each player mills four cards. Return up to two instant and/or sorcery cards from your graveyard to your hand. Exile Bond of Insight.
Bond of Passion RedRed (6)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Bond of Passion deals 2 damage to any other target.
Bond of Revival Black (5)
Sorcery
Return target creature card from your graveyard to the battlefield. It gains haste until your next turn.
Bone Splinters Black (1)
Sorcery
As an additional cost to cast this spell, sacrifice a creature.

Destroy target creature.

Boneyard Parley BlackBlack (7)
Sorcery
Exile up to five target creature cards from graveyards. An opponent separates those cards into two piles. Put all cards from the pile of your choice onto the battlefield under your control and the rest into their owners' graveyards.
Boon of the Wish-Giver BlueBlue (6)
Sorcery
Draw four cards.

Cycling (, Discard this card: Draw a card.)

Brass's Bounty Red (7)
Sorcery
For each land you control, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
Bring Back (4)
Sorcery — Adventure
Create two 1/1 white Human creature tokens. (Then exile this card. You may cast the creature later from exile.)
Bring to Life Blue (3)
Sorcery — Adventure
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on it.
Bring to Trial White (3)
Sorcery
Exile target creature with power 4 or greater.
Broken Bond Green (2)
Sorcery
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
Call of the Death-Dweller Black (3)
Sorcery
Return up to two target creature cards with total converted mana cost 3 or less from your graveyard to the battlefield. Put a deathtouch counter on either of them. Then put a menace counter on either of them.
Call the Cavalry White (4)
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
Call to the Feast WhiteBlack (4)
Sorcery
Create three 1/1 white Vampire creature tokens with lifelink.
Callous Dismissal Blue (2)
Sorcery
Return target nonland permanent to its owner's hand.

Amass 1. (Put a +1/+1 counter on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)

Camaraderie GreenWhite (6)
Sorcery
You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.
Captivating Gyre BlueBlue (6)
Sorcery
Return up to three target creatures to their owners' hands.
Carnage BlackRed (4)
Sorcery
Carnage deals 3 damage to target opponent. That player discards two cards.
Cast Off WhiteWhite (5)
Sorcery — Adventure
Destroy all non-Giant creatures. (Then exile this card. You may cast the creature later from exile.)
Casualties of War BlackBlackGreenGreen (6)
Sorcery
Choose one or more —

• Destroy target artifact.
• Destroy target creature.
• Destroy target enchantment.
• Destroy target land.
• Destroy target planeswalker.

Cathartic Reunion Red (2)
Sorcery
As an additional cost to cast this spell, discard two cards.

Draw three cards.

Cauldron's Gift Black (5)
Sorcery
Adamant — If at least three black mana was spent to cast this spell, mill four cards.

You may choose a creature card in your graveyard. If you do, return it to the battlefield with an additional +1/+1 counter on it.

Cemetery Recruitment Black (2)
Sorcery
Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card.
Chainer's Edict Black (2)
Sorcery
Target player sacrifices a creature.

Flashback BlackBlack (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Chandra's Flame Wave RedRed (5)
Sorcery
Chandra's Flame Wave deals 2 damage to target player and each creature that player controls. Search your library and/or graveyard for a card named Chandra, Flame's Fury, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Chandra's Outburst RedRed (5)
Sorcery
Chandra's Outburst deals 4 damage to target player or planeswalker.

Search your library and/or graveyard for a card named Chandra, Bold Pyromancer, reveal it, and put it into your hand. If you search your library this way, shuffle it.

Charge of the Forever-Beast Green (3)
Sorcery
As an additional cost to cast this spell, reveal a creature card from your hand.

Charge of the Forever-Beast deals damage to target creature or planeswalker equal to the revealed card's power.

Chart a Course Blue (2)
Sorcery
Draw two cards. Then discard a card unless you attacked this turn.
Circuitous Route Green (4)
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle your library.
Citywide Bust WhiteWhite (3)
Sorcery
Destroy all creatures with toughness 4 or greater.
Claim the Firstborn Red (1)
Sorcery
Gain control of target creature with converted mana cost 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
Cleansing Nova WhiteWhite (5)
Sorcery
Choose one —

• Destroy all creatures.
• Destroy all artifacts and enchantments.

Cleansing Ray White (2)
Sorcery
Choose one —

• Destroy target Vampire.
• Destroy target enchantment.

Clear the Mind Blue (3)
Sorcery
Target player shuffles their graveyard into their library.

Draw a card.

Command the Dreadhorde BlackBlack (6)
Sorcery
Choose any number of target creature and/or planeswalker cards in graveyards. Command the Dreadhorde deals damage to you equal to the total converted mana cost of those cards. Put them onto the battlefield under your control.
Commune with Dinosaurs Green (1)
Sorcery
Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Concoct BlueBlack (5)
Sorcery
Surveil 3, then return a creature card from your graveyard to the battlefield.
Connive (4)
Sorcery
Gain control of target creature with power 2 or less.
Consign to the Pit Black (6)
Sorcery
Destroy target creature. Consign to the Pit deals 2 damage to that creature's controller.
Consume WhiteBlack (4)
Sorcery
Target player sacrifices a creature with the greatest power among creatures they control. You gain life equal to its power.
Contentious Plan Blue (2)
Sorcery
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Draw a card.

Contract Killing BlackBlack (5)
Sorcery
Destroy target creature. Create two Treasure tokens. (They're artifacts with "Tap, Sacrifice this artifact: Add one mana of any color.")
Cosmotronic Wave Red (4)
Sorcery
Cosmotronic Wave deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn.
Courage in Crisis Green (3)
Sorcery
Put a +1/+1 counter on target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Covetous Urge (4)
Sorcery
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
Crash Through Red (1)
Sorcery
Creatures you control gain trample until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)

Draw a card.

Crashing Tide Blue (3)
Sorcery
This spell has flash as long as you control a Merfolk.

Return target creature to its owner's hand.
Draw a card.

Creeping Chill Black (4)
Sorcery
Creeping Chill deals 3 damage to each opponent and you gain 3 life.

When Creeping Chill is put into your graveyard from your library, you may exile it. If you do, Creeping Chill deals 3 damage to each opponent and you gain 3 life.

Cry of the Carnarium BlackBlack (3)
Sorcery
All creatures get -2/-2 until end of turn. Exile all creature cards in all graveyards that were put there from the battlefield this turn. If a creature would die this turn, exile it instead.
Cultivate Green (3)
Sorcery
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.
Curry Favor Black (1)
Sorcery — Adventure
You gain X life and each opponent loses X life, where X is the number of Knights you control.
Dance of the Manse WhiteBlue (2)
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with converted mana cost X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
Dark Inquiry Black (3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Davriel's Shadowfugue Black (4)
Sorcery
Target player discards two cards and loses 2 life.
Dead Revels Black (4)
Sorcery
Spectacle Black (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)

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

Deadly Visit BlackBlack (5)
Sorcery
Destroy target creature.

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.)

Deafening Clarion RedWhite (3)
Sorcery
Choose one or both —

• Deafening Clarion deals 3 damage to each creature.
• Creatures you control gain lifelink until end of turn.

Deathbellow War Cry RedRedRed (8)
Sorcery
Search your library for up to four Minotaur creature cards with different names, put them onto the battlefield, then shuffle your library.
Declare Dominance GreenGreen (5)
Sorcery
Target creature gets +3/+3 until end of turn. All creatures able to block it this turn do so.
Deface Red (1)
Sorcery
Choose one —

• Destroy target artifact.
• Destroy target creature with defender.

Deliver Unto Evil Black (3)
Sorcery
Choose up to four target cards in your graveyard. If you control a Bolas planeswalker, return those cards to your hand. Otherwise, an opponent chooses two of them. Leave the chosen cards in your graveyard and put the rest into your hand.

Exile Deliver Unto Evil.

Demolish Red (4)
Sorcery
Destroy target artifact or land.
Destructive Tampering Red (3)
Sorcery
Choose one —

• Destroy target artifact.
• Creatures without flying can't block this turn.

Devil's Play Red (1)
Sorcery
Devil's Play deals X damage to any target.

Flashback RedRedRed (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Devout Decree White (2)
Sorcery
Exile target creature or planeswalker that's black or red. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Direct Current RedRed (3)
Sorcery
Direct Current deals 2 damage to any target.

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.)

Discovery (2)
Sorcery
Surveil 2, then draw a card. (To 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.)
Disentomb Black (1)
Sorcery
Return target creature card from your graveyard to your hand.
Distant Melody Blue (4)
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
Divest Black (1)
Sorcery
Target player reveals their hand. You choose an artifact or creature card from it. That player discards that card.
Divination Blue (3)
Sorcery
Draw two cards.
Domri's Ambush RedGreen (2)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature or planeswalker you don't control.
Doublecast RedRed (2)
Sorcery
When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Dragon Fodder Red (2)
Sorcery
Create two 1/1 red Goblin creature tokens.
Drawn from Dreams BlueBlue (4)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in a random order.
Drill Bit Black (3)
Sorcery
Spectacle Black (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)

Target player reveals their hand. You choose a nonland card from it. That player discards that card.

Duress Black (1)
Sorcery
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Eerie Ultimatum WhiteWhiteBlackBlackBlackGreenGreen (7)
Sorcery
Return any number of permanent cards with different names from your graveyard to the battlefield.
Emergent Growth Green (4)
Sorcery
Target creature gets +5/+5 until end of turn and must be blocked this turn if able.
Emergent Ultimatum BlackBlackGreenGreenGreenBlueBlue (7)
Sorcery
Search your library for up to three monocolored cards with different names and exile them. An opponent chooses one of those cards. Shuffle that card into your library. You may cast the other cards without paying their mana costs. Exile Emergent Ultimatum.
Engulfing Eruption RedRed (4)
Sorcery
Engulfing Eruption deals 5 damage to target creature.
Enlarge GreenGreen (5)
Sorcery
Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
Enter the God-Eternals BlueBlueBlack (5)
Sorcery
Enter the God-Eternals deals 4 damage to target creature and you gain life equal to the damage dealt this way. Target player mills four cards. Amass 4. (Put four +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)
Enter the Unknown Green (1)
Sorcery
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

You may play an additional land this turn.

Entrancing Melody BlueBlue (2)
Sorcery
Gain control of target creature with converted mana cost X.
Epic Downfall Black (2)
Sorcery
Exile target creature with converted mana cost 3 or greater.
Escape to the Wilds RedGreen (5)
Sorcery
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.

You may play an additional land this turn.

Eternal Isolation White (2)
Sorcery
Put target creature with power 4 or greater on the bottom of its owner's library.
Eviscerate Black (4)
Sorcery
Destroy target creature.
Experimental Overload BlueRed (4)
Sorcery
Create an X/X blue and red Weird creature token, where X is the number of instant and sorcery cards in your graveyard. Then you may return an instant or sorcery card from your graveyard to your hand. Exile Experimental Overload.
Explore Green (2)
Sorcery
You may play an additional land this turn.

Draw a card.

Extinction Event Black (4)
Sorcery
Choose odd or even. Exile each creature with converted mana cost of the chosen value. (Zero is even.)
Feral Roar Green (2)
Sorcery
Target creature gets +4/+4 until end of turn.
Fertile Footsteps Green (3)
Sorcery — Adventure
Search your library for a basic land card, put it onto the battlefield, then shuffle your library. (Then exile this card. You may cast the creature later from exile.)
Fiery Finish RedRed (6)
Sorcery
Fiery Finish deals 7 damage to target creature.
Fiery Intervention Red (5)
Sorcery
Choose one —

• Fiery Intervention deals 5 damage to target creature.
• Destroy target artifact.

Fight with Fire Red (3)
Sorcery
Kicker Red (You may pay an additional Red as you cast this spell.)

Fight with Fire deals 5 damage to target creature. If this spell was kicked, it deals 10 damage divided as you choose among any number of targets instead. (Those targets can include players and planeswalkers.)

Final Parting BlackBlack (5)
Sorcery
Search your library for two cards. Put one into your hand and the other into your graveyard. Then shuffle your library.
Finale of Devastation GreenGreen (2)
Sorcery
Search your library and/or graveyard for a creature card with converted mana cost X or less and put it onto the battlefield. If you search your library this way, shuffle it. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
Finale of Eternity BlackBlack (2)
Sorcery
Destroy up to three target creatures with toughness X or less. If X is 10 or more, return all creature cards from your graveyard to the battlefield.
Finale of Glory WhiteWhite (2)
Sorcery
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
Finale of Promise RedRed (2)
Sorcery
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with converted mana cost X or less without paying their mana costs. If a spell cast this way would be put into your graveyard this turn, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
Finale of Revelation BlueBlue (2)
Sorcery
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game.

Exile Finale of Revelation.

Finality BlackGreen (6)
Sorcery
You may put two +1/+1 counters on a creature you control. Then all creatures get -4/-4 until end of turn.
Find (2)
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Firecannon Blast RedRed (3)
Sorcery
Firecannon Blast deals 3 damage to target creature.

Raid — Firecannon Blast deals 6 damage instead if you attacked this turn.

Flames of the Firebrand Red (3)
Sorcery
Flames of the Firebrand deals 3 damage divided as you choose among one, two, or three targets.
Flood of Recollection BlueBlue (2)
Sorcery
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
Flood of Tears BlueBlue (6)
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
Flourish GreenWhite (6)
Sorcery
Creatures you control get +2/+2 until end of turn.
Flower (1)
Sorcery
Search your library for a basic Forest or Plains card, reveal it, put it into your hand, then shuffle your library.
Flurry of Horns Red (5)
Sorcery
Create two 2/3 red Minotaur creature tokens with haste.
Forbidden Friendship Red (2)
Sorcery
Create a 1/1 red Dinosaur creature token with haste and a 1/1 white Human Soldier creature token.
Foreboding Fruit Black (3)
Sorcery
Target player draws two cards and loses 2 life.

Adamant — If at least three black mana was spent to cast this spell, create a Food token. (It's an artifact with ", Tap, Sacrifice this artifact: You gain 3 life.")

Forever Young Black (2)
Sorcery
Put any number of target creature cards from your graveyard on top of your library.

Draw a card.

Fraying Omnipotence BlackBlack (5)
Sorcery
Each player loses half their life, then discards half the cards in their hand, then sacrifices half the creatures they control. Round up each time.
Fruit of Tizerus Black (1)
Sorcery
Target player loses 2 life.

Escape—Black, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Funeral Rites Black (3)
Sorcery
You draw two cards, lose 2 life, then mill two cards.
Gaea's Blessing Green (2)
Sorcery
Target player shuffles up to three target cards from their graveyard into their library.

Draw a card.
When Gaea's Blessing is put into your graveyard from your library, shuffle your graveyard into your library.

Gates Ablaze Red (3)
Sorcery
Gates Ablaze deals X damage to each creature, where X is the number of Gates you control.
Genesis Ultimatum GreenGreenBlueBlueBlueRedRed (7)
Sorcery
Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum.
Ghostform Blue (2)
Sorcery
Up to two target creatures can't be blocked this turn.
Giant Opportunity Green (3)
Sorcery
You may sacrifice two Foods. If you do, create a 7/7 green Giant creature token. Otherwise, create three Food tokens. (They're artifacts with ", Tap, Sacrifice this artifact: You gain 3 life.")
Gideon's Battle Cry WhiteWhite (4)
Sorcery
Put a +1/+1 counter on each creature you control. You may search your library and/or graveyard for a card named Gideon, the Oathsworn, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Gift of the Fae White (2)
Sorcery — Adventure
Target creature gets +2/+1 and gains flying until end of turn. (Then exile this card. You may cast the creature later from exile.)
Gird for Battle White (1)
Sorcery
Put a +1/+1 counter on each of up to two target creatures.
Go for Blood Red (2)
Sorcery
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)

Cycling (, Discard this card: Draw a card.)

Goblin Barrage Red (4)
Sorcery
Kicker—Sacrifice an artifact or Goblin. (You may sacrifice an artifact or Goblin in addition to any other costs as you cast this spell.)

Goblin Barrage deals 4 damage to target creature. If this spell was kicked, it also deals 4 damage to target player or planeswalker.

Goblin Gathering Red (3)
Sorcery
Create a number of 1/1 red Goblin creature tokens equal to two plus the number of cards named Goblin Gathering in your graveyard.
Goblin Rally RedRed (5)
Sorcery
Create four 1/1 red Goblin creature tokens.
Golden Demise BlackBlack (3)
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

All creatures get -2/-2 until end of turn. If you have the city's blessing, instead only creatures your opponents control get -2/-2 until end of turn.

Granted Blue (4)
Sorcery — Adventure
You may choose a noncreature card you own from outside the game, reveal it, and put it into your hand.
Grasping Current Blue (5)
Sorcery
Return up to two target creatures to their owner's hand.

Search your library and/or graveyard for a card named Jace, Ingenious Mind-Mage, reveal it, and put it into your hand. If you searched your library this way, shuffle it.

Gravitic Punch Red (4)
Sorcery
Target creature you control deals damage equal to its power to target player.

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.)

Grim Captain's Call Black (3)
Sorcery
Return a Pirate card from your graveyard to your hand, then do the same for Vampire, Dinosaur, and Merfolk.
Grim Tutor BlackBlack (3)
Sorcery
Search your library for a card, put that card into your hand, then shuffle your library. You lose 3 life.
Grow from the Ashes Green (3)
Sorcery
Kicker (You may pay an additional as you cast this spell.)

Search your library for a basic land card, put it onto the battlefield, then shuffle your library. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle your library.

Gruesome Fate Black (3)
Sorcery
Each opponent loses 1 life for each creature you control.
Gruesome Menagerie BlackBlack (5)
Sorcery
Choose a creature card with converted mana cost 1 in your graveyard, then do the same for creature cards with converted mana costs 2 and 3. Return those cards to the battlefield.
Gust of Wind Blue (4)
Sorcery
This spell costs less to cast if you control a creature with flying.

Return target nonland permanent you don't control to its owner's hand.
Draw a card.

Harvest Fear Black (4)
Sorcery — Adventure
Target opponent discards two cards. (Then exile this card. You may cast the creature later from exile.)
Heartless Pillage Black (3)
Sorcery
Target opponent discards two cards.

Raid — If you attacked this turn, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")

Heart's Desire Green (1)
Sorcery — Adventure
Create a 1/1 white Human creature token. (Then exile this card. You may cast the creature later from exile.)
Heroic Reinforcements RedWhite (4)
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 Tap this turn.)
Hijack RedRed (3)
Sorcery
Gain control of target artifact or creature until end of turn. Untap it. It gains haste until end of turn.
Honor the God-Pharaoh Red (3)
Sorcery
As an additional cost to cast this spell, discard a card.

Draw two cards. Amass 1. (Put a +1/+1 counter on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)

Hunt the Weak Green (4)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
Hunter's Edge Green (4)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature you don't control.
Idyllic Tutor White (3)
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle your library.
Immolating Gyre RedRed (6)
Sorcery
Immolating Gyre deals X damage to each creature and planeswalker you don't control, where X is the number of instant and sorcery cards in your graveyard.
Impale BlackBlack (4)
Sorcery
Destroy target creature.
Incubation (1)
Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Innocent Blood Black (1)
Sorcery
Each player sacrifices a creature.
Inspired Ultimatum BlueBlueRedRedRedWhiteWhite (7)
Sorcery
Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards.
Invade the City BlueRed (3)
Sorcery
Amass X, where X is the number of instant and sorcery cards in your graveyard. (Put X +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)
Irencrag Feat RedRedRed (4)
Sorcery
Add seven Red. You can cast only one more spell this turn.
Irresistible Prey Green (1)
Sorcery
Target creature must be blocked this turn if able.

Draw a card.

Jace's Ruse BlueBlue (5)
Sorcery
Return up to two target creatures to their owner's hand. You may search your library and/or graveyard for a card named Jace, Arcane Strategist, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Jace's Triumph Blue (3)
Sorcery
Draw two cards. If you control a Jace planeswalker, draw three cards instead.
Jaya's Immolating Inferno RedRed (2)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Jaya's Immolating Inferno deals X damage to each of up to three targets.

Joust Red (2)
Sorcery
Choose target creature you control and target creature you don't control. The creature you control gets +2/+1 until end of turn if it's a Knight. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
Kamahl's Druidic Vow GreenGreen (2)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Look at the top X cards of your library. You may put any number of land and/or legendary permanent cards with converted mana cost X or less from among them onto the battlefield. Put the rest into your graveyard.

Karn's Temporal Sundering BlueBlue (6)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Target player takes an extra turn after this one. Return up to one target nonland permanent to its owner's hand. Exile Karn's Temporal Sundering.

Kaya's Wrath WhiteWhiteBlackBlack (4)
Sorcery
Destroy all creatures. You gain life equal to the number of creatures you controlled that were destroyed this way.
Klothys's Design Green (6)
Sorcery
Creatures you control get +X/+X until end of turn, where X is your devotion to green. (Each Green in the mana costs of permanents you control counts toward your devotion to green.)
Languish BlackBlack (4)
Sorcery
All creatures get -4/-4 until end of turn.
Lava Axe Red (5)
Sorcery
Lava Axe deals 5 damage to target player or planeswalker.
Lava Coil Red (2)
Sorcery
Lava Coil deals 4 damage to target creature. If that creature would die this turn, exile it instead.
Lead the Stampede Green (3)
Sorcery
Look at the top five cards of your library. You may reveal any number of creature cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.
Legion's End Black (2)
Sorcery
Exile target creature an opponent controls with converted mana cost 2 or less and all other creatures that player controls with the same name as that creature. Then that player reveals their hand and exiles all cards with that name from their hand and graveyard.
Legion's Judgment White (3)
Sorcery
Destroy target creature with power 4 or greater.
Lich's Caress BlackBlack (5)
Sorcery
Destroy target creature. You gain 3 life.
Light Up the Stage Red (3)
Sorcery
Spectacle Red (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Liliana's Scorn BlackBlack (5)
Sorcery
Destroy target creature. You may search your library and/or graveyard for a card named Liliana, Death Mage, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Liliana's Spoils Black (4)
Sorcery
Target opponent discards a card.

Look at the top five cards of your library. You may reveal a black card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Macabre Waltz Black (2)
Sorcery
Return up to two target creature cards from your graveyard to your hand, then discard a card.
Maelstrom Pulse BlackGreen (3)
Sorcery
Destroy target nonland permanent and all other permanents with the same name as that permanent.
March of the Drowned Black (1)
Sorcery
Choose one —

• Return target creature card from your graveyard to your hand.
• Return two target Pirate cards from your graveyard to your hand.

Mass Manipulation BlueBlueBlueBlue (4)
Sorcery
Gain control of X target creatures and/or planeswalkers.
Mastermind's Acquisition BlackBlack (4)
Sorcery
Choose one —

• Search your library for a card, put it into your hand, then shuffle your library.
• Choose a card you own from outside the game and put it into your hand.

Maximize Altitude Blue (1)
Sorcery
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.)

Maximize Velocity Red (1)
Sorcery
Target creature gets +1/+1 and gains haste 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.)

Memory Leak Black (3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it.

Cycling (, Discard this card: Draw a card.)

Memory Theft Black (3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. You may put a card that has an Adventure that player owns from exile into that player's graveyard.
Mephitic Vapors Black (3)
Sorcery
All creatures get -1/-1 until end of turn.

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.)

Migration Path Green (4)
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.

Cycling (, Discard this card: Draw a card.)

Mind Rot Black (3)
Sorcery
Target player discards two cards.
Mnemonic Betrayal BlueBlack (3)
Sorcery
Exile all cards from all opponents' graveyards. You may cast spells from among those cards this turn, and you may spend mana as though it were mana of any type to cast those spells. At the beginning of the next end step, if any of those cards remain exiled, return them to their owners' graveyards.

Exile Mnemonic Betrayal.

Monstrous Step Green (5)
Sorcery
Target creature gets +7/+7 until end of turn. Up to one other target creature blocks it this turn if able.

Cycling (, Discard this card: Draw a card.)

Mugging Red (1)
Sorcery
Mugging deals 2 damage to target creature. That creature can't block this turn.
Mutiny Red (1)
Sorcery
Target creature an opponent controls deals damage equal to its power to another target creature that player controls.
Mutual Destruction Black (1)
Sorcery
This spell has flash as long as you control a permanent with flash.

As an additional cost to cast this spell, sacrifice a creature.
Destroy target creature.

Mythos of Brokkos GreenGreen (4)
Sorcery
If BlueBlack was spent to cast this spell, search your library for a card, put that card into your graveyard, then shuffle your library.

Return up to two permanent cards from your graveyard to your hand.

Mythos of Illuna BlueBlue (4)
Sorcery
Create a token that's a copy of target permanent. If RedGreen was spent to cast this spell, instead create a token that's a copy of that permanent, except the token has "When this permanent enters the battlefield, if it's a creature, it fights up to one target creature you don't control."
Mythos of Snapdax WhiteWhite (4)
Sorcery
Each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest. If BlackRed was spent to cast this spell, you choose the permanents for each player instead.
Mythos of Vadrok RedRed (4)
Sorcery
Mythos of Vadrok deals 5 damage divided as you choose among any number of target creatures and/or planeswalkers. If WhiteBlue was spent to cast this spell, until your next turn, those permanents can't attack or block and their activated abilities can't be activated.
Nature's Spiral Green (2)
Sorcery
Return target permanent card from your graveyard to your hand.
Nature's Way Green (2)
Sorcery
Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.
Necromentia BlackBlack (3)
Sorcery
Choose a card name other than a basic land card name. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles their library, then creates a 2/2 black Zombie creature token for each card exiled from their hand this way.
Neoform GreenBlue (2)
Sorcery
As an additional cost to cast this spell, sacrifice a creature.

Search your library for a creature card with converted mana cost equal to 1 plus the sacrificed creature's converted mana cost, put that card onto the battlefield with an additional +1/+1 counter on it, then shuffle your library.

Never Happened Black (3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it.
Nissa's Triumph GreenGreen (2)
Sorcery
Search your library for up to two basic Forest cards. If you control a Nissa planeswalker, instead search your library for up to three land cards. Reveal those cards, put them into your hand, then shuffle your library.
Notion Rain BlueBlack (3)
Sorcery
Surveil 2, then draw two cards. Notion Rain deals 2 damage to you. (To 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.)
Nylea's Intervention GreenGreen (2)
Sorcery
Choose one —

• Search your library for up to X land cards, reveal them, put them into your hand, then shuffle your library.
• Nylea's Intervention deals twice X damage to each creature with flying.

Oaken Boon Green (4)
Sorcery — Adventure
Put two +1/+1 counters on target creature. (Then exile this card. You may cast the creature later from exile.)
Of One Mind Blue (3)
Sorcery
This spell costs less to cast if you control a Human creature and a non-Human creature.

Draw two cards.

One with the Machine Blue (4)
Sorcery
Draw cards equal to the highest converted mana cost among artifacts you control.
Open the Gates Green (1)
Sorcery
Search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle your library.
Outmuscle Green (4)
Sorcery
Put a +1/+1 counter on target creature you control, then it fights target creature you don't control. (Each deals damage equal to its power to the other.)

Adamant — If at least three green mana was spent to cast this spell, the creature you control gains indestructible until end of turn.

Overcome GreenGreen (5)
Sorcery
Creatures you control get +2/+2 and gain trample until end of turn. (They can deal excess combat damage to the player or planeswalker they're attacking.)
Overflowing Insight BlueBlueBlue (7)
Sorcery
Target player draws seven cards.
Peer into the Abyss BlackBlackBlack (7)
Sorcery
Target player draws cards equal to half the number of cards in their library and loses half their life. Round up each time.
Pestilent Haze BlackBlack (3)
Sorcery
Choose one —

• All creatures get -2/-2 until end of turn.
• Remove two loyalty counters from each planeswalker.

Pillar of Flame Red (1)
Sorcery
Pillar of Flame deals 2 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
Pirate's Pillage Red (4)
Sorcery
As an additional cost to cast this spell, discard a card.

Draw two cards and create two Treasure tokens. (They're artifacts with "Tap, Sacrifice this artifact: Add one mana of any color.")

Pirate's Prize Blue (4)
Sorcery
Draw two cards. Create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
Planar Cleansing WhiteWhiteWhite (6)
Sorcery
Destroy all nonland permanents.
Planewide Celebration GreenGreen (7)
Sorcery
Choose four. You may choose the same mode more than once.

• Create a 2/2 Citizen creature token that's all colors.
• Return target permanent card from your graveyard to your hand.
• Proliferate.
• You gain 4 life.

Portent of Betrayal Red (4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Precision Bolt Red (3)
Sorcery
Precision Bolt deals 3 damage to any target.
Prey Upon Green (1)
Sorcery
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Price of Betrayal Black (1)
Sorcery
Remove up to five counters from target artifact, creature, planeswalker, or opponent.
Primal Might Green (1)
Sorcery
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control.
Primevals' Glorious Rebirth WhiteBlack (7)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Return all legendary permanent cards from your graveyard to the battlefield.

Purphoros's Intervention Red (1)
Sorcery
Choose one —

• Create an X/1 red Elemental creature token with trample and haste. Sacrifice it at the beginning of the next end step.
• Purphoros's Intervention deals twice X damage to target creature or planeswalker.

Quasiduplicate BlueBlue (3)
Sorcery
Create a token that's a copy of target creature you control.

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.)

Queen's Commission White (3)
Sorcery
Create two 1/1 white Vampire creature tokens with lifelink.
Rabid Bite Green (2)
Sorcery
Target creature you control deals damage equal to its power to target creature you don't control.
Rage of Winter Blue (2)
Sorcery — Adventure
Tap target creature. It doesn't untap during its controller's next untap step. (Then exile this card. You may cast the creature later from exile.)
Ragefire Red (2)
Sorcery
Ragefire deals 3 damage to target creature.
Ravnica at War White (4)
Sorcery
Exile all multicolored permanents.
Read the Tides Blue (6)
Sorcery
Choose one —

• Draw three cards.
• Return up to two target creatures to their owners' hands.

Reave Soul Black (2)
Sorcery
Destroy target creature with power 3 or less.
Reckless Air Strike Red (1)
Sorcery
Choose one —

• Reckless Air Strike deals 3 damage to target creature with flying.
• Destroy target artifact.

Recollect Green (3)
Sorcery
Return target card from your graveyard to your hand.
Recover Black (3)
Sorcery
Return target creature card from your graveyard to your hand.

Draw a card.

Reduce to Ashes Red (5)
Sorcery
Reduce to Ashes deals 5 damage to target creature. If that creature would die this turn, exile it instead.
Release the Dogs White (4)
Sorcery
Create four 1/1 white Dog creature tokens.
Relentless Advance Blue (4)
Sorcery
Amass 3. (Put three +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)
Relentless Pursuit Green (3)
Sorcery
Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard.
Repeating Barrage RedRed (3)
Sorcery
Repeating Barrage deals 3 damage to any target.

Raid — RedRed: Return Repeating Barrage from your graveyard to your hand. Activate this ability only if you attacked this turn.

Replicate GreenBlue (3)
Sorcery
Create a token that's a copy of target creature you control.
Resurgence RedWhite (5)
Sorcery
Creatures you control gain first strike and vigilance until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Revenge WhiteBlack (6)
Sorcery
Double your life total. Target opponent loses half their life, rounded up.
Revival (2)
Sorcery
Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.
Revoke Existence White (2)
Sorcery
Exile target artifact or enchantment.
Rider in Need White (3)
Sorcery — Adventure
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the creature later from exile.)
Rile Red (1)
Sorcery
Rile deals 1 damage to target creature you control. That creature gains trample until end of turn.

Draw a card.

Rise Again Black (5)
Sorcery
Return target creature card from your graveyard to the battlefield.
Rise from the Grave Black (5)
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
Rise of the Dark Realms BlackBlack (9)
Sorcery
Put all creature cards from all graveyards onto the battlefield under your control.
Rise to Glory WhiteBlack (5)
Sorcery
Choose one or both —

• Return target creature card from your graveyard to the battlefield.
• Return target Aura card from your graveyard to the battlefield.

Ritual of Soot BlackBlack (4)
Sorcery
Destroy all creatures with converted mana cost 3 or less.
River's Rebuke BlueBlue (6)
Sorcery
Return all nonland permanents target player controls to their owner's hand.
Roar of the Wurm Green (7)
Sorcery
Create a 6/6 green Wurm creature token.

Flashback Green (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Role Reversal BlueBlueRed (3)
Sorcery
Exchange control of two target permanents that share a permanent type.
Rubble Reading Red (4)
Sorcery
Destroy target land. Scry 2.
Ruinous Ultimatum RedRedWhiteWhiteWhiteBlackBlack (7)
Sorcery
Destroy all nonland permanents your opponents control.
Rumbling Rockslide Red (4)
Sorcery
Rumbling Rockslide deals damage to target creature equal to the number of lands you control.
Sanguine Indulgence Black (4)
Sorcery
This spell costs less to cast if you've gained 3 or more life this turn.

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

Saproling Migration Green (2)
Sorcery
Kicker (You may pay an additional as you cast this spell.)

Create two 1/1 green Saproling creature tokens. If this spell was kicked, create four of those tokens instead.

Sarkhan's Dragonfire RedRed (5)
Sorcery
Sarkhan's Dragonfire deals 3 damage to any target.

Look at the top five cards of your library. You may reveal a red card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Satyr's Cunning Red (1)
Sorcery
Create a 1/1 red Satyr creature token with "This creature can't block."

Escape—Red, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Savage Smash RedGreen (3)
Sorcery
Target creature you control gets +2/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
Savage Stomp Green (3)
Sorcery
This spell costs less to cast if it targets a Dinosaur you control.

Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)

Scapeshift GreenGreen (4)
Sorcery
Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle your library.
Scheming Symmetry Black (1)
Sorcery
Choose two target players. Each of them searches their library for a card, then shuffles their library and puts that card on top of it.
Sea God's Scorn BlueBlue (6)
Sorcery
Return up to three target creatures and/or enchantments to their owners' hands.
Seasonal Ritual Green (1)
Sorcery — Adventure
Add one mana of any color. (Then exile this card. You may cast the creature later from exile.)
Secrets of the Golden City BlueBlue (3)
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Draw two cards. If you have the city's blessing, draw three cards instead.

Secure the Scene White (5)
Sorcery
Exile target nonland permanent. Its controller creates a 1/1 white Soldier creature token.
See the Truth Blue (2)
Sorcery
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. If this spell was cast from anywhere other than your hand, put each of those cards into your hand instead.
Seismic Shift Red (4)
Sorcery
Destroy target land. Up to two target creatures can't block this turn.
Selective Snare Blue (1)
Sorcery
Return X target creatures of the creature type of your choice to their owner's hand.
Settle the Score BlackBlack (4)
Sorcery
Exile target creature. Put two loyalty counters on a planeswalker you control.
Severed Strands Black (2)
Sorcery
As an additional cost to cast this spell, sacrifice a creature.

You gain life equal to the sacrificed creature's toughness. Destroy target creature an opponent controls.

Shatter the Sky WhiteWhite (4)
Sorcery
Each player who controls a creature with power 4 or greater draws a card. Then destroy all creatures.
Shimmer of Possibility Blue (2)
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
Sift Blue (4)
Sorcery
Draw three cards, then discard a card.
Silent Departure Blue (1)
Sorcery
Return target creature to its owner's hand.

Flashback Blue (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Silverflame Ritual White (4)
Sorcery
Put a +1/+1 counter on each creature you control.

Adamant — If at least three white mana was spent to cast this spell, creatures you control gain vigilance until end of turn.

Single Combat WhiteWhite (5)
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
Skewer the Critics Red (3)
Sorcery
Spectacle Red (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)

Skewer the Critics deals 3 damage to any target.

Slaughter the Strong WhiteWhite (3)
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
Sleep BlueBlue (4)
Sorcery
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
Sleep of the Dead Blue (1)
Sorcery
Tap target creature. It doesn't untap during its controller's next untap step.

Escape—Blue, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Solar Blaze RedWhite (4)
Sorcery
Each creature deals damage to itself equal to its power.
Soul Salvage Black (3)
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Sovereign's Bite Black (2)
Sorcery
Target player loses 3 life and you gain 3 life.
Spark Harvest Black (1)
Sorcery
As an additional cost to cast this spell, sacrifice a creature or pay Black.

Destroy target creature or planeswalker.

Specter's Shriek Black (1)
Sorcery
Target opponent reveals their hand. You may choose a nonland card from it. If you do, that player exiles that card. If a nonblack card is exiled this way, exile a card from your hand.
Sphinx's Decree White (2)
Sorcery
Each opponent can't cast instant or sorcery spells during that player's next turn.
Spitting Earth Red (2)
Sorcery
Spitting Earth deals damage to target creature equal to the number of Mountains you control.
Spreading Rot Black (5)
Sorcery
Destroy target land. Its controller loses 2 life.
Sprouting Renewal Green (3)
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.)

Choose one —
• Create a 2/2 green and white Elf Knight creature token with vigilance.
• Destroy target artifact or enchantment.

Star of Extinction RedRed (7)
Sorcery
Destroy target land. Star of Extinction deals 20 damage to each creature and each planeswalker.
Stealth Mission Blue (3)
Sorcery
Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn.
Stolen by the Fae BlueBlue (2)
Sorcery
Return target creature with converted mana cost X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
Storm the Citadel Green (5)
Sorcery
Until end of turn, creatures you control get +2/+2 and gain "Whenever this creature deals combat damage to a player or planeswalker, destroy target artifact or enchantment defending player controls."
Storm's Wrath RedRed (4)
Sorcery
Storm's Wrath deals 4 damage to each creature and each planeswalker.
Strength of the Pack GreenGreen (6)
Sorcery
Put two +1/+1 counters on each creature you control.
Sundering Stroke Red (7)
Sorcery
Sundering Stroke deals 7 damage divided as you choose among one, two, or three targets. If at least seven red mana was spent to cast this spell, instead Sundering Stroke deals 7 damage to each of those permanents and/or players.
Survivors' Bond Green (2)
Sorcery
Choose one or both —

• Return target Human creature card from your graveyard to your hand.
• Return target non-Human creature card from your graveyard to your hand.

Swallow Whole White (1)
Sorcery
As an additional cost to cast this spell, tap an untapped creature you control.

Exile target tapped creature. Put a +1/+1 counter on the creature tapped to pay this spell's additional cost.

Sweet Oblivion Blue (2)
Sorcery
Target player mills four cards.

Escape—Blue, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Swirling Torrent Blue (6)
Sorcery
Choose one or both —

• Put target creature on top of its owner's library.
• Return target creature to its owner's hand.

Switcheroo Blue (5)
Sorcery
Exchange control of two target creatures.
Sword-Point Diplomacy Black (3)
Sorcery
Reveal the top three cards of your library. For each of those cards, put that card into your hand unless any opponent pays 3 life. Then exile the rest.
Sworn Companions White (3)
Sorcery
Create two 1/1 white Soldier creature tokens with lifelink.
Sylvan Awakening Green (3)
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
Take Vengeance White (2)
Sorcery
Destroy target tapped creature.
Talrand's Invocation BlueBlue (4)
Sorcery
Create two 2/2 blue Drake creature tokens with flying.
Tamiyo's Epiphany Blue (4)
Sorcery
Scry 4, then draw two cards.
Taste of Death BlackBlack (6)
Sorcery
Each player sacrifices three creatures. You create three Food tokens. (They're artifacts with ", Tap, Sacrifice this artifact: You gain 3 life.")
Tectonic Rift Red (4)
Sorcery
Destroy target land. Creatures without flying can't block this turn.
Temporal Machinations Blue (3)
Sorcery
Return target creature to its owner's hand. If you control an artifact, draw a card.
Tentative Connection Red (4)
Sorcery
This spell costs less to cast if you control a creature with menace.

Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

The Elderspell BlackBlack (2)
Sorcery
Destroy any number of target planeswalkers. Choose a planeswalker you control. Put two loyalty counters on it for each planeswalker destroyed this way.
Thought Distortion BlackBlack (6)
Sorcery
This spell can't be countered.

Target opponent reveals their hand. Exile all noncreature, nonland cards from that player's hand and graveyard.

Thought Erasure BlueBlack (2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.

Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Threat RedGreen (4)
Sorcery
Create a 4/4 red and green Beast creature token with trample.
Thud Red (1)
Sorcery
As an additional cost to cast this spell, sacrifice a creature.

Thud deals damage equal to the sacrificed creature's power to any target.

Thunderherd Migration Green (2)
Sorcery
As an additional cost to cast this spell, reveal a Dinosaur card from your hand or pay .

Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

Time Wipe WhiteWhiteBlue (5)
Sorcery
Return a creature you control to its owner's hand, then destroy all creatures.
Timely Reinforcements White (3)
Sorcery
If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, create three 1/1 white Soldier creature tokens.
Toll of the Invasion Black (3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.

Amass 1. (Put a +1/+1 counter on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)

Tormenting Voice Red (2)
Sorcery
As an additional cost to cast this spell, discard a card.

Draw two cards.

Track Down Green (2)
Sorcery
Scry 3, then reveal the top card of your library. If it's a creature or land card, draw a card. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Traitorous Greed Red (4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Add two mana of any one color. (The creature can attack and Tap this turn.)
Transmogrify Red (4)
Sorcery
Exile target creature. That creature's controller reveals cards from the top of their library until they reveal a creature card. That player puts that card onto the battlefield, then shuffles the rest into their library.
Treasure Hunt Blue (2)
Sorcery
Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.
Treats to Share Green (1)
Sorcery — Adventure
Create a Food token. (Then exile this card. You may cast the creature later from exile. A Food token is an artifact with ", Tap, Sacrifice this artifact: You gain 3 life.")
Turn to Slag RedRed (5)
Sorcery
Turn to Slag deals 5 damage to target creature. Destroy all Equipment attached to that creature.
Unbreakable Bond Black (5)
Sorcery
Return target creature card from your graveyard to the battlefield with a lifelink counter on it.
Unburial Rites Black (5)
Sorcery
Return target creature card from your graveyard to the battlefield.

Flashback White (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Undercity Uprising BlackGreen (4)
Sorcery
Creatures you control gain deathtouch until end of turn. Then target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Underworld Fires Red (2)
Sorcery
Underworld Fires deals 1 damage to each creature and each planeswalker. If a permanent dealt damage this way would die this turn, exile it instead.
Unexplained Vision Blue (5)
Sorcery
Draw three cards.

Adamant — If at least three blue mana was spent to cast this spell, scry 3.

Unmoored Ego BlueBlack (3)
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 their library, then draws a card for each card exiled from their hand this way.
Urza's Ruinous Blast White (5)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Exile all nonland permanents that aren't legendary.

Venture Deeper Blue (1)
Sorcery — Adventure
Target player mills four cards. (Then exile this card. You may cast the creature later from exile.)
Vicious Rumors Black (1)
Sorcery
Vicious Rumors deals 1 damage to each opponent. Each opponent discards a card, then mills a card. You gain 1 life.
Vivid Revival Green (5)
Sorcery
Return up to three target multicolored cards from your graveyard to your hand. Exile Vivid Revival.
Vivien's Invocation GreenGreen (7)
Sorcery
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When a creature is put onto the battlefield this way, it deals damage equal to its power to target creature an opponent controls.
Volcanic Salvo RedRed (12)
Sorcery
This spell costs less to cast, where X is the total power of creatures you control.

Volcanic Salvo deals 6 damage to each of up to two target creatures and/or planeswalkers.

Vraska's Scorn BlackBlack (4)
Sorcery
Target opponent loses 4 life. You may search your library and/or graveyard for a card named Vraska, Scheming Gorgon, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Vraska's Stoneglare BlackGreen (6)
Sorcery
Destroy target creature. You gain life equal to its toughness. You may search your library and/or graveyard for a card named Vraska, Regal Gorgon, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Walk the Plank BlackBlack (2)
Sorcery
Destroy target non-Merfolk creature.
Wanderer's Strike White (5)
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Warden WhiteBlue (5)
Sorcery
Create a 4/4 white and blue Sphinx creature token with flying and vigilance.
Warlord's Fury Red (1)
Sorcery
Creatures you control gain first strike until end of turn.

Draw a card.

Weight of Memory BlueBlue (5)
Sorcery
Draw three cards. Target player mills three cards.
Welcome Home GreenGreen (7)
Sorcery — Adventure
Create three 2/2 green Bear creature tokens. (Then exile this card. You may cast the creature later from exile.)
Whelming Wave BlueBlue (4)
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Widespread Brutality BlackRedRed (4)
Sorcery
Amass 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass 2, put two +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)
Winged Words Blue (3)
Sorcery
This spell costs less to cast if you control a creature with flying.

Draw two cards.

Witch's Vengeance BlackBlack (3)
Sorcery
Creatures of the creature type of your choice get -3/-3 until end of turn.
Wolf's Quarry GreenGreen (6)
Sorcery
Create three 1/1 green Boar creature tokens with "When this creature dies, create a Food token." (A Food token is an artifact with ", Tap, Sacrifice this artifact: You gain 3 life.")
Wrap in Flames Red (4)
Sorcery
Wrap in Flames deals 1 damage to each of up to three target creatures. Those creatures can't block this turn.
Yawgmoth's Vile Offering Black (5)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Put up to one target creature or planeswalker card from a graveyard onto the battlefield under your control. Destroy up to one target creature or planeswalker. Exile Yawgmoth's Vile Offering.