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Acquire
( 5)
Sorcery
Search target opponent's library for an artifact card and put that card onto the battlefield under your control. Then that player shuffles.
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Advice from the Fae
( 6)
Sorcery
( can be paid with any two mana or with . This card's mana value is 6.) Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.
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Aether Gale
( 5)
Sorcery
Return six target nonland permanents to their owners' hands.
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Aether Helix
( 5)
Sorcery
Return target permanent to its owner's hand. Return target permanent card from your graveyard to your hand.
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Æther Mutation (Aether Mutation)
( 5)
Sorcery
Return target creature to its owner's hand. Create X 1/1 green Saproling creature tokens, where X is that creature's mana value.
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Æther Tide (Aether Tide)
( 1)
Sorcery
As an additional cost to cast this spell, discard X creature cards. Return X target creatures to their owners' hands.
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Airborne Aid
( 4)
Sorcery
Draw a card for each Bird on the battlefield.
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All of History, All at Once
( 4)
Sorcery
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.) Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Allied Strategies
( 5)
Sorcery
Domain — Target player draws a card for each basic land type among lands they control.
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Amass the Components
( 4)
Sorcery
Draw three cards, then put a card from your hand on the bottom of your library.
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Aminatou's Augury
( 8)
Sorcery
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
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Amnesia
( 6)
Sorcery
Target player reveals their hand and discards all nonland cards.
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Ancestral Memories
( 5)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
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Ancestral Vision
( 0)
Sorcery
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Target player draws three cards.
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Anchor to Reality
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
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Anchor to the Aether
( 3)
Sorcery
Put target creature on top of its owner's library. 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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Animate Object
( 5)
Sorcery
You get seven . Choose an inanimate object you own from outside the game. Put a power and toughness sticker on it. You may also put a name sticker, an art sticker, and/or an ability sticker on it. Put it onto the battlefield as a creature token.
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Aquatic Alchemist
( 2)
Creature — Elemental
(1/3)
Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn.
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Aquitect's Will
( 1)
Tribal Sorcery — Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
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Arcane Endeavor
( 7)
Sorcery
Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost.
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Arcane Heist
( 4)
Sorcery
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Argivian Restoration
( 4)
Sorcery
Return target artifact card from your graveyard to the battlefield.
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Arm with Æther (Arm with Aether)
( 3)
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
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Artful Dodge
( 1)
Sorcery
Target creature can't be blocked this turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Arwen's Gift
( 4)
Sorcery
This spell costs less to cast if you control two or more legendary creatures. Scry 2, then draw two cards.
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Asinine Antics
( 4)
Sorcery
You may cast Asinine Antics as though it had flash if you pay more to cast it. For each creature your opponents control, create a Cursed Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
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Baki's Curse
( 4)
Sorcery
Baki's Curse deals 2 damage to each creature for each Aura attached to that creature.
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Balance of Power
( 5)
Sorcery
If target opponent has more cards in hand than you, draw cards equal to the difference.
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Baleful Stare
( 3)
Sorcery
Target opponent reveals their hand. You draw a card for each Mountain and red card in it.
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Bamboozle
( 3)
Sorcery
Target player reveals the top four cards of their library. You choose two of those cards and put them into that player's graveyard. Put the rest on top of their library in any order.
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Baral's Expertise
( 5)
Sorcery
Return up to three target artifacts and/or creatures to their owners' hands. You may cast a spell with mana value 4 or less from your hand without paying its mana cost.
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Barrin's Spite
( 4)
Sorcery
Choose two target creatures controlled by the same player. Their controller chooses and sacrifices one of them. Return the other to its owner's hand.
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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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Beacon of Tomorrows
( 8)
Sorcery
Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library.
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Beck // Call (Beck)
( 2)
Sorcery
Whenever a creature enters the battlefield this turn, you may draw a card. Fuse (You may cast one or both halves of this card from your hand.)
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Reason // Believe (Believe)
( 5)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Look at the top card of your library. You may put it onto the battlefield if it's a creature card. If you don't, put it into your hand.
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Better Offer
( 1)
Sorcery
Put a random creature card with mana value X or less from target opponent's library onto the battlefield under your control. It perpetually has base power and toughness X/X and gains ward .
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Biomantic Mastery
( 7)
Sorcery
Draw a card for each creature target player controls, then draw a card for each creature another target player controls.
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Blast of Genius
( 6)
Sorcery
Choose any target. Draw three cards, then discard a card. Blast of Genius deals damage equal to the discarded card's mana value to that permanent or player.
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Blatant Thievery
( 7)
Sorcery
For each opponent, gain control of target permanent that player controls.
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Blue Sun's Twilight
( 2)
Sorcery
Gain control of target creature with mana value X or less. If X is 5 or more, create a token that's a copy of that creature.
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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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Fuss // Bother (Bother)
( 6)
Sorcery
Create three 1/1 colorless Thopter artifact creature tokens with flying. Surveil 2.
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Bounty of the Deep
( 3)
Sorcery
If you have no land cards in your hand, seek a land card and a nonland card. Otherwise, seek two nonland cards. (To seek a card, put one at random from your library into your hand.)
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Brainbite
( 4)
Sorcery
Target opponent reveals their hand. You choose a card from it. That player discards that card. Draw a card.
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Breaking Wave
( 4)
Sorcery
You may cast Breaking Wave as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) Simultaneously untap all tapped creatures and tap all untapped creatures.
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Breakthrough
( 1)
Sorcery
Draw four cards, then choose X cards in your hand and discard the rest.
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Bribery
( 5)
Sorcery
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
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Brilliant Spectrum
( 4)
Sorcery
Converge — Draw X cards, where X is the number of colors of mana spent to cast this spell. Then discard two cards.
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Animating Faerie (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 Light
( 5)
Sorcery
Converge — Search your library for a creature, instant, or sorcery card with mana value less than or equal to the number of colors of mana spent to cast this spell, exile that card, then shuffle. You may cast that card without paying its mana cost.
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Broken Dam
( 1)
Sorcery
Tap one or two target creatures without horsemanship.
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Aquatic Alchemist (Bubble Up)
( 3)
Sorcery — Adventure
Put target instant or sorcery card from your graveyard on top of your library. (Then exile this card. You may cast the creature later from exile.)
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Hustle // Bustle (Bustle)
( 6)
Sorcery
Creatures you control get +2/+2 and gain trample until end of turn. You may turn a creature you control face up.
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Beck // Call (Call)
( 6)
Sorcery
Create four 1/1 white Bird creature tokens with flying. Fuse (You may cast one or both halves of this card from your hand.)
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Call of the Nightwing
( 4)
Sorcery
Create a 1/1 blue and black Horror creature token with flying. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Call the Skybreaker
( 7)
Sorcery
Create a 5/5 blue and red Elemental creature token with flying. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Call to Mind
( 3)
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
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Callous Dismissal
( 2)
Sorcery
Return target nonland permanent to its owner's hand. Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Candlekeep Inspiration
( 5)
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
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Captivating Gyre
( 6)
Sorcery
Return up to three target creatures to their owners' hands.
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Careful Study
( 1)
Sorcery
Draw two cards, then discard two cards.
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Catch // Release (Catch)
( 3)
Sorcery
Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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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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Chill of Foreboding
( 3)
Sorcery
Each player mills five cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Choice of Fortunes
( 3)
Sorcery
Seek two cards. You may shuffle them into your library. If you do, seek two cards. You have no maximum hand size for the rest of the game.
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Churning Eddy
( 4)
Sorcery
Return target creature and target land to their owners' hands.
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Clear the Mind
( 3)
Sorcery
Target player shuffles their graveyard into their library. Draw a card.
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Cloak of Feathers
( 1)
Sorcery
Target creature gains flying until end of turn. Draw a card.
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Clone Legion
( 9)
Sorcery
For each creature target player controls, create a token that's a copy of that creature.
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Coastal Breach
( 7)
Sorcery
Undaunted (This spell costs less to cast for each opponent.) Return all nonland permanents to their owners' hands.
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Coax from the Blind Eternities
( 3)
Sorcery
You may reveal an Eldrazi card you own from outside the game or choose a face-up Eldrazi card you own in exile. Put that card into your hand.
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Coerced Confession
( 5)
Sorcery
Target player mills four cards. You draw a card for each creature card put into their graveyard this way.
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Collected Conjuring
( 4)
Sorcery
Exile the top six cards of your library. You may cast up to two sorcery spells with mana value 3 or less from among them without paying their mana costs. Put the exiled cards not cast this way on the bottom of your library in a random order.
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Command Performance
( 2)
Sorcery
Choose two — • Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) • Roll to visit your Attractions. • You get . • You may put a sticker on a nonland permanent you own.
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Compelling Argument
( 2)
Sorcery
Target player mills five cards. Cycling (, Discard this card: Draw a card.)
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Failure // Comply (Comply)
( 1)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Choose a card name. Until your next turn, your opponents can't cast spells with the chosen name.
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Compulsive Research
( 3)
Sorcery
Target player draws three cards. Then that player discards two cards unless they discard a land card.
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