+charm, +instant (56)
Choose one —
• Exile target creature with power 3 or greater.
• You draw two cards and you lose 2 life.
• Distribute two +1/+1 counters among one or two target creatures.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Counter target spell.
• Target player draws two cards.
• Gain control of target nonland permanent with mana value 1 or less.
• Creatures you control gain lifelink until end of turn.
• Draw a card.
• Put target attacking or blocking creature on top of its owner's library.
• Destroy target artifact.
• Put target creature on the bottom of its owner's library.
• Counter target instant spell.
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
• Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature or planeswalker an opponent controls.
• Destroy target enchantment.
• Draw two cards.
• Cabaretti Charm deals damage equal to the number of creatures you control to target creature or planeswalker.
• Creatures you control get +1/+1 and gain trample until end of turn.
• Create two 1/1 green and white Citizen creature tokens.
• Destroy target Wall.
• Chaos Charm deals 1 damage to target creature.
• Target creature gains haste until end of turn.
• Return target permanent to its owner's hand.
• Destroy target nonblack creature. It can't be regenerated.
• Return target creature card from your graveyard to your hand.
• Darigaaz's Charm deals 3 damage to any target.
• Target creature gets +3/+3 until end of turn.
• Prevent all combat damage that would be dealt this turn.
• Regenerate target creature.
• Counter target spell that targets you.
• Counter target sorcery spell.
• Destroy target creature with power 2 or less.
• Look at the top three cards of target player's library. Put one back and the rest into that player's graveyard.
• You gain 5 life.
• Target creature gets -2/-2 until end of turn.
• Target opponent loses 1 life and you gain 1 life.
• Exile up to three target cards from a single graveyard.
• Target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
• Untap target permanent.
• Destroy target non-Aura enchantment.
• Target creature loses flying until end of turn.
• Target player discards two cards.
• CARDNAME deals 2 damage to any target and you gain 2 life.
• Unblocked attacking creatures get +1/+0 until end of turn.
• Create a 1/1 colorless Spirit creature token with lifelink and haste.
• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
• Target creature gains flying until end of turn.
• Target creature gets +2/+0 until end of turn.
• Fever Charm deals 3 damage to target Wizard creature.
• Target player discards a card.
• Target creature gets +2/-1 until end of turn.
• Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
• Target creature gets +1/+1 and gains trample until end of turn.
• Remove two time counters from target permanent or suspended card.
• All creatures get -1/-1 until end of turn.
• Regenerate each creature you control.
• Target creature gets -4/-4 until end of turn.
• Creatures you control get +2/+0 until end of turn.
• Rampant Growth
• Giant Growth
• Regrowth
• Creatures without flying can't block this turn.
• Gain control of all permanents you own.
• Gruul Charm deals 3 damage to each creature with flying.
• Destroy target artifact creature.
• Attacking creatures get +1/+0 until end of turn.
• Target creature with power 2 or less can't be blocked this turn.
• Target creature gains first strike until end of turn.
• Target player gains 2 life.
• Destroy target Aura.
• All creatures get -2/-0 until end of turn.
• Tap target creature.
• Prevent the next 1 damage that would be dealt to any target this turn.
• Counter target noncreature spell unless its controller pays .
• Izzet Charm deals 2 damage to target creature.
• Draw two cards, then discard two cards.
• Put target creature on top of its owner's library.
• Jeskai Charm deals 4 damage to target opponent or planeswalker.
• Creatures you control get +1/+1 and gain lifelink until end of turn.
• Exile target player's graveyard.
• Jund Charm deals 2 damage to each creature.
• Put two +1/+1 counters on target creature.
• Look at the top five cards of your library. Put one of those cards into your hand and the rest into your graveyard.
• Each opponent loses 3 life and you gain 3 life.
• Maestros Charm deals 5 damage to target creature or planeswalker.
• Mardu Charm deals 4 damage to target creature.
• Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn.
• Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
• Midnight Charm deals 1 damage to target creature and you gain 1 life.
• Destroy target Cleric.
• Return target Cleric card from your graveyard to your hand.
• Target player loses 2 life.
• Naya Charm deals 3 damage to target creature.
• Return target card from a graveyard to its owner's hand.
• Tap all creatures target player controls.
• Return target multicolored permanent card with mana value 3 or less from your graveyard to the battlefield tapped.
• Counter target instant or sorcery spell.
• Destroy target creature or planeswalker with mana value 3 or less.
• Return target creature you control and all Auras you control attached to it to their owner's hand.
• Destroy target creature and you lose life equal to its toughness.
• Return target creature card with mana value 1 or less from your graveyard to the battlefield.
• Destroy target Aura attached to a creature.
• Target Soldier creature gets +2/+2 until end of turn.
• Creatures you control gain vigilance until end of turn.
• Target creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
• Each creature deals 1 damage to its controller.
• Destroy target nonbasic land.
• Create three 1/1 green Saproling creature tokens.
• Prevent all damage a source of your choice would deal this turn.
• Target opponent sacrifices a creature or planeswalker they control with the highest mana value among creatures and planeswalkers they control.
• Exile the top three cards of your library. Until your next end step, you may play those cards.
• Target player draws a card at the beginning of the next turn's upkeep.
• Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
• Return target Aura attached to a creature to its owner's hand.
• Regenerate target green creature.
• Target creature gains trample until end of turn.
• Target creature gets +2/+2 and gains trample until end of turn.
• Exile target creature with power 5 or greater.
• Create a 2/2 white Knight creature token with vigilance.
• Permanents you control gain hexproof until end of turn.
• Return target creature to its owner's hand.
• Destroy target monocolored creature.
• Destroy target artifact or enchantment.
• Draw two cards, then discard a card.
• Target creature you control gets +1/+1 until end of turn. It fights target creature you don't control.
• Counter target spell unless its controller pays .
• Creatures with power 3 or less can't block this turn.
• Thraben Charm deals damage equal to twice the number of creatures you control to target creature.
• Exile any number of target players' graveyards.
• Exile target attacking creature.
• Draw a card, then discard a card.
• Target creature becomes the creature type of your choice until end of turn.
• Look at the top four cards of your library, then put them back in any order.
• Target creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
• Target player mills four cards.
• Choose a land type and a basic land type. Each land of the first chosen type becomes the second chosen type until end of turn.
• Target artifact phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
• Create a 1/1 green Insect creature token.
• Regenerate target Beast.
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