You are browsing all available (Historic) cards. For only Standard cards go here. | ||||||
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 |
394 results | ||
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Act of Treason (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 this turn.) |
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Adventurous Impulse (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. |
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Aerial Assault (3) Sorcery Destroy target tapped creature. You gain 1 life for each creature you control with flying. |
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Agonizing Remorse (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. |
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Agonizing Syphon (4) Sorcery Agonizing Syphon deals 3 damage to any target and you gain 3 life. |
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Aid the Fallen (2) Sorcery Choose one or both — • Return target creature card from your graveyard to your hand. |
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Ajani's Influence (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. |
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Allure of the Unknown (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. |
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Alter Fate (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.) |
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Angelic Edict (5) Sorcery Exile target creature or enchantment. |
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Angrath's Fury (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. |
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Angrath's Rampage (2) Sorcery Choose one — • Target player sacrifices an artifact. |
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Apex of Power (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. |
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Arterial Flow (3) Sorcery Each opponent discards two cards. If you control a Vampire, each opponent loses 2 life and you gain 2 life. |
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Assassin's Strike (6) Sorcery Destroy target creature. Its controller discards a card. |
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Awaken the Erstwhile (5) Sorcery Each player discards all the cards in their hand, then creates that many 2/2 black Zombie creature tokens. |
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Bad Deal (6) Sorcery You draw two cards and each opponent discards two cards. Each player loses 2 life. |
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Banefire (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. |
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Bankrupt in Blood (2) Sorcery As an additional cost to cast this spell, sacrifice two creatures. Draw three cards. |
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Barter in Blood (4) Sorcery Each player sacrifices two creatures. |
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Basri's Aegis (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. |
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Basri's Solidarity (2) Sorcery Put a +1/+1 counter on each creature you control. |
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Bathe in Dragonfire (3) Sorcery Bathe in Dragonfire deals 4 damage to target creature. |
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Battle Display (1) Sorcery — Adventure Destroy target artifact. (Then exile this card. You may cast the creature later from exile.) |
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Beacon Bolt (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.) |
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Biogenic Upgrade (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. |
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Blazing Volley (1) Sorcery Blazing Volley deals 1 damage to each creature your opponents control. |
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Bleeding Edge (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.) |
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Blood Divination (4) Sorcery As an additional cost to cast this spell, sacrifice a creature. Draw three cards. |
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Blood for Bones (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. |
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Blow Your House Down (3) Sorcery Up to three target creatures can't block this turn. Destroy any of them that are Walls. |
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Board the Weatherlight (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.) |
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Bond of Discipline (5) Sorcery Tap all creatures your opponents control. Creatures you control gain lifelink until end of turn. |
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Bond of Flourishing (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. |
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Bond of Insight (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. |
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Bond of Passion (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. |
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Bond of Revival (5) Sorcery Return target creature card from your graveyard to the battlefield. It gains haste until your next turn. |
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Bone Splinters (1) Sorcery As an additional cost to cast this spell, sacrifice a creature. Destroy target creature. |
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Boneyard Parley (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. |
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Boon of the Wish-Giver (6) Sorcery Draw four cards. Cycling (, Discard this card: Draw a card.) |
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Brass's Bounty (7) Sorcery For each land you control, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") |
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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.) |
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Bring to Life (3) Sorcery — Adventure Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on it. |
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Bring to Trial (3) Sorcery Exile target creature with power 4 or greater. |
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Broken Bond (2) Sorcery Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield. |
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Call of the Death-Dweller (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. |
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Call the Cavalry (4) Sorcery Create two 2/2 white Knight creature tokens with vigilance. |
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Call to the Feast (4) Sorcery Create three 1/1 white Vampire creature tokens with lifelink. |
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Callous Dismissal (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.) |
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Camaraderie (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. |
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Captivating Gyre (6) Sorcery Return up to three target creatures to their owners' hands. |
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Carnage (4) Sorcery Carnage deals 3 damage to target opponent. That player discards two cards. |
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Cast Off (5) Sorcery — Adventure Destroy all non-Giant creatures. (Then exile this card. You may cast the creature later from exile.) |
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Casualties of War (6) Sorcery Choose one or more — • Destroy target artifact. |
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Cathartic Reunion (2) Sorcery As an additional cost to cast this spell, discard two cards. Draw three cards. |
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Cauldron's Gift (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. |
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Cemetery Recruitment (2) Sorcery Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card. |
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Chainer's Edict (2) Sorcery Target player sacrifices a creature. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
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Chandra's Flame Wave (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. |
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Chandra's Outburst (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. |
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Charge of the Forever-Beast (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. |
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Chart a Course (2) Sorcery Draw two cards. Then discard a card unless you attacked this turn. |
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Circuitous Route (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. |
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Citywide Bust (3) Sorcery Destroy all creatures with toughness 4 or greater. |
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Claim the Firstborn (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. |
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Cleansing Nova (5) Sorcery Choose one — • Destroy all creatures. |
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Cleansing Ray (2) Sorcery Choose one — • Destroy target Vampire. |
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Clear the Mind (3) Sorcery Target player shuffles their graveyard into their library. Draw a card. |
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Command the Dreadhorde (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. |
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Commune with Dinosaurs (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. |
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Concoct (5) Sorcery Surveil 3, then return a creature card from your graveyard to the battlefield. |
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Connive (4) Sorcery Gain control of target creature with power 2 or less. |
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Consign to the Pit (6) Sorcery Destroy target creature. Consign to the Pit deals 2 damage to that creature's controller. |
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Consume (4) Sorcery Target player sacrifices a creature with the greatest power among creatures they control. You gain life equal to its power. |
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Contentious Plan (2) Sorcery Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Draw a card. |
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Contract Killing (5) Sorcery Destroy target creature. Create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.") |
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Cosmotronic Wave (4) Sorcery Cosmotronic Wave deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn. |
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Courage in Crisis (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.) |
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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. |
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Crash Through (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. |
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Crashing Tide (3) Sorcery This spell has flash as long as you control a Merfolk. Return target creature to its owner's hand. |
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Creeping Chill (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. |
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Cry of the Carnarium (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. |
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Cultivate (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. |
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Curry Favor (1) Sorcery — Adventure You gain X life and each opponent loses X life, where X is the number of Knights you control. |
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Dance of the Manse (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. |
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Dark Inquiry (3) Sorcery Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. |
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Davriel's Shadowfugue (4) Sorcery Target player discards two cards and loses 2 life. |
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Dead Revels (4) Sorcery Spectacle (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. |
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Deadly Visit (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.) |
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Deafening Clarion (3) Sorcery Choose one or both — • Deafening Clarion deals 3 damage to each creature. |
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Deathbellow War Cry (8) Sorcery Search your library for up to four Minotaur creature cards with different names, put them onto the battlefield, then shuffle your library. |
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Declare Dominance (5) Sorcery Target creature gets +3/+3 until end of turn. All creatures able to block it this turn do so. |
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Deface (1) Sorcery Choose one — • Destroy target artifact. |
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Deliver Unto Evil (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. |
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Demolish (4) Sorcery Destroy target artifact or land. |
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Destructive Tampering (3) Sorcery Choose one — • Destroy target artifact. |
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Devil's Play (1) Sorcery Devil's Play deals X damage to any target. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
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Devout Decree (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.) |
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Direct Current (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.) |
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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.) |
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Disentomb (1) Sorcery Return target creature card from your graveyard to your hand. |
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Distant Melody (4) Sorcery Choose a creature type. Draw a card for each permanent you control of that type. |
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Divest (1) Sorcery Target player reveals their hand. You choose an artifact or creature card from it. That player discards that card. |
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Divination (3) Sorcery Draw two cards. |
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Domri's Ambush (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. |
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Doublecast (2) Sorcery When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. |
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Dragon Fodder (2) Sorcery Create two 1/1 red Goblin creature tokens. |
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Drawn from Dreams (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. |
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Drill Bit (3) Sorcery Spectacle (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. |
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Duress (1) Sorcery Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card. |
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Eerie Ultimatum (7) Sorcery Return any number of permanent cards with different names from your graveyard to the battlefield. |
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Emergent Growth (4) Sorcery Target creature gets +5/+5 until end of turn and must be blocked this turn if able. |
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Emergent Ultimatum (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. |
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Engulfing Eruption (4) Sorcery Engulfing Eruption deals 5 damage to target creature. |
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Enlarge (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.) |
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Enter the God-Eternals (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.) |
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Enter the Unknown (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. |
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Entrancing Melody (2) Sorcery Gain control of target creature with converted mana cost X. |
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Epic Downfall (2) Sorcery Exile target creature with converted mana cost 3 or greater. |
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Escape to the Wilds (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. |
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Eternal Isolation (2) Sorcery Put target creature with power 4 or greater on the bottom of its owner's library. |
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Eviscerate (4) Sorcery Destroy target creature. |
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Experimental Overload (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. |
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Explore (2) Sorcery You may play an additional land this turn. Draw a card. |
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Extinction Event (4) Sorcery Choose odd or even. Exile each creature with converted mana cost of the chosen value. (Zero is even.) |
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Feral Roar (2) Sorcery Target creature gets +4/+4 until end of turn. |
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Fertile Footsteps (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.) |
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Fiery Finish (6) Sorcery Fiery Finish deals 7 damage to target creature. |
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Fiery Intervention (5) Sorcery Choose one — • Fiery Intervention deals 5 damage to target creature. |
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Fight with Fire (3) Sorcery Kicker (You may pay an additional 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.) |
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Final Parting (5) Sorcery Search your library for two cards. Put one into your hand and the other into your graveyard. Then shuffle your library. |
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Finale of Devastation (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. |
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Finale of Eternity (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. |
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Finale of Glory (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. |
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Finale of Promise (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. |
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Finale of Revelation (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. |
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Finality (6) Sorcery You may put two +1/+1 counters on a creature you control. Then all creatures get -4/-4 until end of turn. |
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Find (2) Sorcery Return up to two target creature cards from your graveyard to your hand. |
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Firecannon Blast (3) Sorcery Firecannon Blast deals 3 damage to target creature. Raid — Firecannon Blast deals 6 damage instead if you attacked this turn. |
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Flames of the Firebrand (3) Sorcery Flames of the Firebrand deals 3 damage divided as you choose among one, two, or three targets. |
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Flood of Recollection (2) Sorcery Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection. |
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Flood of Tears (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. |
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Flourish (6) Sorcery Creatures you control get +2/+2 until end of turn. |
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Flower (1) Sorcery Search your library for a basic Forest or Plains card, reveal it, put it into your hand, then shuffle your library. |
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Flurry of Horns (5) Sorcery Create two 2/3 red Minotaur creature tokens with haste. |
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Forbidden Friendship (2) Sorcery Create a 1/1 red Dinosaur creature token with haste and a 1/1 white Human Soldier creature token. |
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Foreboding Fruit (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 ", , Sacrifice this artifact: You gain 3 life.") |
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Forever Young (2) Sorcery Put any number of target creature cards from your graveyard on top of your library. Draw a card. |
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Fraying Omnipotence (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. |
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Fruit of Tizerus (1) Sorcery Target player loses 2 life. Escape—, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) |
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Funeral Rites (3) Sorcery You draw two cards, lose 2 life, then mill two cards. |
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Gaea's Blessing (2) Sorcery Target player shuffles up to three target cards from their graveyard into their library. Draw a card. |
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Gates Ablaze (3) Sorcery Gates Ablaze deals X damage to each creature, where X is the number of Gates you control. |
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Genesis Ultimatum (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. |
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Ghostform (2) Sorcery Up to two target creatures can't be blocked this turn. |
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Giant Opportunity (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 ", , Sacrifice this artifact: You gain 3 life.") |
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Gideon's Battle Cry (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. |
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Gift of the Fae (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.) |
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Gird for Battle (1) Sorcery Put a +1/+1 counter on each of up to two target creatures. |
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Go for Blood (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.) |
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Goblin Barrage (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. |
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Goblin Gathering (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. |
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Goblin Rally (5) Sorcery Create four 1/1 red Goblin creature tokens. |
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Golden Demise (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. |
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Granted (4) Sorcery — Adventure You may choose a noncreature card you own from outside the game, reveal it, and put it into your hand. |
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Grasping Current (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. |
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Gravitic Punch (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.) |
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Grim Captain's Call (3) Sorcery Return a Pirate card from your graveyard to your hand, then do the same for Vampire, Dinosaur, and Merfolk. |
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Grim Tutor (3) Sorcery Search your library for a card, put that card into your hand, then shuffle your library. You lose 3 life. |
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Grow from the Ashes (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. |
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Gruesome Fate (3) Sorcery Each opponent loses 1 life for each creature you control. |
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Gruesome Menagerie (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. |
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Gust of Wind (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. |
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Harvest Fear (4) Sorcery — Adventure Target opponent discards two cards. (Then exile this card. You may cast the creature later from exile.) |
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Heartless Pillage (3) Sorcery Target opponent discards two cards. Raid — If you attacked this turn, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") |
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Heart's Desire (1) Sorcery — Adventure Create a 1/1 white Human creature token. (Then exile this card. You may cast the creature later from exile.) |
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Heroic Reinforcements (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 this turn.) |
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Hijack (3) Sorcery Gain control of target artifact or creature until end of turn. Untap it. It gains haste until end of turn. |
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Honor the God-Pharaoh (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.) |
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Hunt the Weak (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.) |
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Hunter's Edge (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. |
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Idyllic Tutor (3) Sorcery Search your library for an enchantment card, reveal it, put it into your hand, then shuffle your library. |
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Immolating Gyre (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. |
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Impale (4) Sorcery Destroy target creature. |
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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. |
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Innocent Blood (1) Sorcery Each player sacrifices a creature. |
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Inspired Ultimatum (7) Sorcery Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards. |
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Invade the City (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.) |
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Irencrag Feat (4) Sorcery Add seven . You can cast only one more spell this turn. |
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Irresistible Prey (1) Sorcery Target creature must be blocked this turn if able. Draw a card. |
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Jace's Ruse (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. |
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Jace's Triumph (3) Sorcery Draw two cards. If you control a Jace planeswalker, draw three cards instead. |
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Jaya's Immolating Inferno (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. |
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Joust (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.) |
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Kamahl's Druidic Vow (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. |
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Karn's Temporal Sundering (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. |
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Kaya's Wrath (4) Sorcery Destroy all creatures. You gain life equal to the number of creatures you controlled that were destroyed this way. |
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Klothys's Design (6) Sorcery Creatures you control get +X/+X until end of turn, where X is your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.) |
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Languish (4) Sorcery All creatures get -4/-4 until end of turn. |
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Lava Axe (5) Sorcery Lava Axe deals 5 damage to target player or planeswalker. |
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Lava Coil (2) Sorcery Lava Coil deals 4 damage to target creature. If that creature would die this turn, exile it instead. |
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Lead the Stampede (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. |
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Legion's End (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. |
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Legion's Judgment (3) Sorcery Destroy target creature with power 4 or greater. |
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Lich's Caress (5) Sorcery Destroy target creature. You gain 3 life. |
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Light Up the Stage (3) Sorcery Spectacle (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. |
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Liliana's Scorn (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. |
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Liliana's Spoils (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. |
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Macabre Waltz (2) Sorcery Return up to two target creature cards from your graveyard to your hand, then discard a card. |
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Maelstrom Pulse (3) Sorcery Destroy target nonland permanent and all other permanents with the same name as that permanent. |
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March of the Drowned (1) Sorcery Choose one — • Return target creature card from your graveyard to your hand. |
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Mass Manipulation (4) Sorcery Gain control of X target creatures and/or planeswalkers. |
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Mastermind's Acquisition (4) Sorcery Choose one — • Search your library for a card, put it into your hand, then shuffle your library. |
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Maximize Altitude (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.) |
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Maximize Velocity (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.) |
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Memory Leak (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.) |
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Memory Theft (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. |
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Mephitic Vapors (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.) |
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Migration Path (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.) |
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Mind Rot (3) Sorcery Target player discards two cards. |
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Mnemonic Betrayal (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. |
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Monstrous Step (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.) |
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Mugging (1) Sorcery Mugging deals 2 damage to target creature. That creature can't block this turn. |
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Mutiny (1) Sorcery Target creature an opponent controls deals damage equal to its power to another target creature that player controls. |
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Mutual Destruction (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. |
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Mythos of Brokkos (4) Sorcery If 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. |
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Mythos of Illuna (4) Sorcery Create a token that's a copy of target permanent. If 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." |
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Mythos of Snapdax (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 was spent to cast this spell, you choose the permanents for each player instead. |
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Mythos of Vadrok (4) Sorcery Mythos of Vadrok deals 5 damage divided as you choose among any number of target creatures and/or planeswalkers. If 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. |
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Nature's Spiral (2) Sorcery Return target permanent card from your graveyard to your hand. |
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Nature's Way (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. |
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Necromentia (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. |
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Neoform (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. |
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Never Happened (3) Sorcery Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it. |
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Nissa's Triumph (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. |
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Notion Rain (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.) |
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Nylea's Intervention (2) Sorcery Choose one — • Search your library for up to X land cards, reveal them, put them into your hand, then shuffle your library. |
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Oaken Boon (4) Sorcery — Adventure Put two +1/+1 counters on target creature. (Then exile this card. You may cast the creature later from exile.) |
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Of One Mind (3) Sorcery This spell costs less to cast if you control a Human creature and a non-Human creature. Draw two cards. |
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One with the Machine (4) Sorcery Draw cards equal to the highest converted mana cost among artifacts you control. |
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Open the Gates (1) Sorcery Search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle your library. |
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Outmuscle (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. |
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Overcome (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.) |
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Overflowing Insight (7) Sorcery Target player draws seven cards. |
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Peer into the Abyss (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. |
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Pestilent Haze (3) Sorcery Choose one — • All creatures get -2/-2 until end of turn. |
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Pillar of Flame (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. |
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Pirate's Pillage (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 ", Sacrifice this artifact: Add one mana of any color.") |
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Pirate's Prize (4) Sorcery Draw two cards. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") |
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Planar Cleansing (6) Sorcery Destroy all nonland permanents. |
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Planewide Celebration (7) Sorcery Choose four. You may choose the same mode more than once. • Create a 2/2 Citizen creature token that's all colors. |
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Portent of Betrayal (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.) |
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Precision Bolt (3) Sorcery Precision Bolt deals 3 damage to any target. |
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Prey Upon (1) Sorcery Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.) |
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Price of Betrayal (1) Sorcery Remove up to five counters from target artifact, creature, planeswalker, or opponent. |
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Primal Might (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. |
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Primevals' Glorious Rebirth (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. |
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Purphoros's Intervention (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. |
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Quasiduplicate (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.) |
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Queen's Commission (3) Sorcery Create two 1/1 white Vampire creature tokens with lifelink. |
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Rabid Bite (2) Sorcery Target creature you control deals damage equal to its power to target creature you don't control. |
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Rage of Winter (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.) |
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Ragefire (2) Sorcery Ragefire deals 3 damage to target creature. |
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Ravnica at War (4) Sorcery Exile all multicolored permanents. |
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Read the Tides (6) Sorcery Choose one — • Draw three cards. |
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Reave Soul (2) Sorcery Destroy target creature with power 3 or less. |
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Reckless Air Strike (1) Sorcery Choose one — • Reckless Air Strike deals 3 damage to target creature with flying. |
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Recollect (3) Sorcery Return target card from your graveyard to your hand. |
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Recover (3) Sorcery Return target creature card from your graveyard to your hand. Draw a card. |
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Reduce to Ashes (5) Sorcery Reduce to Ashes deals 5 damage to target creature. If that creature would die this turn, exile it instead. |
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Release the Dogs (4) Sorcery Create four 1/1 white Dog creature tokens. |
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Relentless Advance (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.) |
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Relentless Pursuit (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. |
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Repeating Barrage (3) Sorcery Repeating Barrage deals 3 damage to any target. Raid — : Return Repeating Barrage from your graveyard to your hand. Activate this ability only if you attacked this turn. |
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Replicate (3) Sorcery Create a token that's a copy of target creature you control. |
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Resurgence (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. |
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Revenge (6) Sorcery Double your life total. Target opponent loses half their life, rounded up. |
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Revival (2) Sorcery Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield. |
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Revoke Existence (2) Sorcery Exile target artifact or enchantment. |
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Rider in Need (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.) |
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Rile (1) Sorcery Rile deals 1 damage to target creature you control. That creature gains trample until end of turn. Draw a card. |
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Rise Again (5) Sorcery Return target creature card from your graveyard to the battlefield. |
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Rise from the Grave (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. |
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Rise of the Dark Realms (9) Sorcery Put all creature cards from all graveyards onto the battlefield under your control. |
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Rise to Glory (5) Sorcery Choose one or both — • Return target creature card from your graveyard to the battlefield. |
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Ritual of Soot (4) Sorcery Destroy all creatures with converted mana cost 3 or less. |
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River's Rebuke (6) Sorcery Return all nonland permanents target player controls to their owner's hand. |
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Roar of the Wurm (7) Sorcery Create a 6/6 green Wurm creature token. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
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Role Reversal (3) Sorcery Exchange control of two target permanents that share a permanent type. |
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Rubble Reading (4) Sorcery Destroy target land. Scry 2. |
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Ruinous Ultimatum (7) Sorcery Destroy all nonland permanents your opponents control. |
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Rumbling Rockslide (4) Sorcery Rumbling Rockslide deals damage to target creature equal to the number of lands you control. |
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Sanguine Indulgence (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. |
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Saproling Migration (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. |
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Sarkhan's Dragonfire (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. |
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Satyr's Cunning (1) Sorcery Create a 1/1 red Satyr creature token with "This creature can't block." Escape—, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) |
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Savage Smash (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.) |
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Savage Stomp (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.) |
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Scapeshift (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. |
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Scheming Symmetry (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. |
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Sea God's Scorn (6) Sorcery Return up to three target creatures and/or enchantments to their owners' hands. |
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Seasonal Ritual (1) Sorcery — Adventure Add one mana of any color. (Then exile this card. You may cast the creature later from exile.) |
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Secrets of the Golden City (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. |
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Secure the Scene (5) Sorcery Exile target nonland permanent. Its controller creates a 1/1 white Soldier creature token. |
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See the Truth (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. |
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Seismic Shift (4) Sorcery Destroy target land. Up to two target creatures can't block this turn. |
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Selective Snare (1) Sorcery Return X target creatures of the creature type of your choice to their owner's hand. |
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Settle the Score (4) Sorcery Exile target creature. Put two loyalty counters on a planeswalker you control. |
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Severed Strands (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. |
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Shatter the Sky (4) Sorcery Each player who controls a creature with power 4 or greater draws a card. Then destroy all creatures. |
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Shimmer of Possibility (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. |
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Sift (4) Sorcery Draw three cards, then discard a card. |
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Silent Departure (1) Sorcery Return target creature to its owner's hand. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
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Silverflame Ritual (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. |
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Single Combat (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. |
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Skewer the Critics (3) Sorcery Spectacle (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. |
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Slaughter the Strong (3) Sorcery Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control. |
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Sleep (4) Sorcery Tap all creatures target player controls. Those creatures don't untap during that player's next untap step. |
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Sleep of the Dead (1) Sorcery Tap target creature. It doesn't untap during its controller's next untap step. Escape—, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) |
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Solar Blaze (4) Sorcery Each creature deals damage to itself equal to its power. |
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Soul Salvage (3) Sorcery Return up to two target creature cards from your graveyard to your hand. |
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Sovereign's Bite (2) Sorcery Target player loses 3 life and you gain 3 life. |
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Spark Harvest (1) Sorcery As an additional cost to cast this spell, sacrifice a creature or pay . Destroy target creature or planeswalker. |
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Specter's Shriek (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. |
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Sphinx's Decree (2) Sorcery Each opponent can't cast instant or sorcery spells during that player's next turn. |
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Spitting Earth (2) Sorcery Spitting Earth deals damage to target creature equal to the number of Mountains you control. |
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Spreading Rot (5) Sorcery Destroy target land. Its controller loses 2 life. |
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Sprouting Renewal (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 — |
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Star of Extinction (7) Sorcery Destroy target land. Star of Extinction deals 20 damage to each creature and each planeswalker. |
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Stealth Mission (3) Sorcery Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn. |
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Stolen by the Fae (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. |
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Storm the Citadel (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." |
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Storm's Wrath (4) Sorcery Storm's Wrath deals 4 damage to each creature and each planeswalker. |
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Strength of the Pack (6) Sorcery Put two +1/+1 counters on each creature you control. |
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Sundering Stroke (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. |
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Survivors' Bond (2) Sorcery Choose one or both — • Return target Human creature card from your graveyard to your hand. |
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Swallow Whole (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. |
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Sweet Oblivion (2) Sorcery Target player mills four cards. Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) |
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Swirling Torrent (6) Sorcery Choose one or both — • Put target creature on top of its owner's library. |
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Switcheroo (5) Sorcery Exchange control of two target creatures. |
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Sword-Point Diplomacy (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. |
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Sworn Companions (3) Sorcery Create two 1/1 white Soldier creature tokens with lifelink. |
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Sylvan Awakening (3) Sorcery Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands. |
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Take Vengeance (2) Sorcery Destroy target tapped creature. |
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Talrand's Invocation (4) Sorcery Create two 2/2 blue Drake creature tokens with flying. |
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Tamiyo's Epiphany (4) Sorcery Scry 4, then draw two cards. |
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Taste of Death (6) Sorcery Each player sacrifices three creatures. You create three Food tokens. (They're artifacts with ", , Sacrifice this artifact: You gain 3 life.") |
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Tectonic Rift (4) Sorcery Destroy target land. Creatures without flying can't block this turn. |
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Temporal Machinations (3) Sorcery Return target creature to its owner's hand. If you control an artifact, draw a card. |
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Tentative Connection (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. |
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The Elderspell (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. |
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Thought Distortion (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. |
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Thought Erasure (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.) |
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Threat (4) Sorcery Create a 4/4 red and green Beast creature token with trample. |
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Thud (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. |
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Thunderherd Migration (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. |
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Time Wipe (5) Sorcery Return a creature you control to its owner's hand, then destroy all creatures. |
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Timely Reinforcements (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. |
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Toll of the Invasion (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.) |
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Tormenting Voice (2) Sorcery As an additional cost to cast this spell, discard a card. Draw two cards. |
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Track Down (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.) |
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Traitorous Greed (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 this turn.) |
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Transmogrify (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. |
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Treasure Hunt (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. |
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Treats to Share (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 ", , Sacrifice this artifact: You gain 3 life.") |
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Turn to Slag (5) Sorcery Turn to Slag deals 5 damage to target creature. Destroy all Equipment attached to that creature. |
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Unbreakable Bond (5) Sorcery Return target creature card from your graveyard to the battlefield with a lifelink counter on it. |
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Unburial Rites (5) Sorcery Return target creature card from your graveyard to the battlefield. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
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Undercity Uprising (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.) |
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Underworld Fires (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. |
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Unexplained Vision (5) Sorcery Draw three cards. Adamant — If at least three blue mana was spent to cast this spell, scry 3. |
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Unmoored Ego (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. |
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Urza's Ruinous Blast (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. |
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Venture Deeper (1) Sorcery — Adventure Target player mills four cards. (Then exile this card. You may cast the creature later from exile.) |
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Vicious Rumors (1) Sorcery Vicious Rumors deals 1 damage to each opponent. Each opponent discards a card, then mills a card. You gain 1 life. |
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Vivid Revival (5) Sorcery Return up to three target multicolored cards from your graveyard to your hand. Exile Vivid Revival. |
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Vivien's Invocation (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. |
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Volcanic Salvo (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. |
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Vraska's Scorn (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. |
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Vraska's Stoneglare (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. |
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Walk the Plank (2) Sorcery Destroy target non-Merfolk creature. |
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Wanderer's Strike (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.) |
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Warden (5) Sorcery Create a 4/4 white and blue Sphinx creature token with flying and vigilance. |
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Warlord's Fury (1) Sorcery Creatures you control gain first strike until end of turn. Draw a card. |
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Weight of Memory (5) Sorcery Draw three cards. Target player mills three cards. |
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Welcome Home (7) Sorcery — Adventure Create three 2/2 green Bear creature tokens. (Then exile this card. You may cast the creature later from exile.) |
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Whelming Wave (4) Sorcery Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents. |
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Widespread Brutality (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.) |
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Winged Words (3) Sorcery This spell costs less to cast if you control a creature with flying. Draw two cards. |
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Witch's Vengeance (3) Sorcery Creatures of the creature type of your choice get -3/-3 until end of turn. |
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Wolf's Quarry (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 ", , Sacrifice this artifact: You gain 3 life.") |
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Wrap in Flames (4) Sorcery Wrap in Flames deals 1 damage to each of up to three target creatures. Those creatures can't block this turn. |
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Yawgmoth's Vile Offering (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. |