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Nissa's Revelation
   ( 7)
Sorcery
Scry 5, then reveal the top card of your library. If it's a creature card, you draw cards equal to its power and you gain life equal to its toughness.
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No Witnesses
   ( 4)
Sorcery
Each player who controls the most creatures investigates. Then destroy all creatures. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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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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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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Omen
  ( 2)
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.
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Once More with Feeling
    ( 4)
Sorcery
Exile all permanents and all cards from all graveyards. Each player shuffles their hand into their library, then draws seven cards. Each player's life total becomes 10. Exile Once More with Feeling. DCI ruling — A deck can have only one card named Once More with Feeling.
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One with the Machine
  ( 4)
Sorcery
Draw cards equal to the greatest mana value among artifacts you control.
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Open into Wonder
   ( 2)
Sorcery
X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."
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Overmaster
 ( 1)
Sorcery
The next instant or sorcery spell you cast this turn can't be countered. Draw a card.
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Overwhelming Forces
   ( 8)
Sorcery
Destroy all creatures target opponent controls. Draw a card for each creature destroyed this way.
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Pact of the Serpent
   ( 3)
Sorcery
Choose a creature type. Target player draws X cards and loses X life, where X is the number of creatures they control of the chosen type.
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Painful Lesson
  ( 3)
Sorcery
Target player draws two cards and loses 2 life.
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Painful Truths
  ( 3)
Sorcery
Converge — You draw X cards and you lose X life, where X is the number of colors of mana spent to cast this spell.
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Pain's Reward
  ( 3)
Sorcery
Each player may bid life. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards.
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Parting Thoughts
  ( 3)
Sorcery
Destroy target creature. You draw X cards and you lose X life, where X is the number of counters on that creature.
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Path of the Enigma
  ( 5)
Sorcery
Target player draws four cards. Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
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Path of the Pyromancer
  ( 5)
Sorcery
Discard all the cards in your hand. Add for each card discarded this way, then draw that many cards plus one. Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
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Pearl of Wisdom
  ( 3)
Sorcery
This spell costs less to cast if you control an Otter. Draw two 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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Pest Control
  ( 2)
Sorcery
Destroy all nonland permanents with mana value 1 or less. Cycling ( , Discard this card: Draw a card.)
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Petals of Insight
  ( 5)
Sorcery — Arcane
Look at the top three cards of your library. You may put those cards on the bottom of your library in any order. If you do, return Petals of Insight to its owner's hand. Otherwise, draw three cards.
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Phone a Friend
   ( 5)
Sorcery
Call someone and ask them to choose one. If they don't answer, an opponent chooses one. (Don't explain anything else. You choose targets.) • A — Gain control of target creature you don't control. • B — Choose target creature you control. Create two tokens that are each copies of it. • C — Take an extra turn after this one. • D — Draw seven cards.
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Pilfered Plans
   ( 3)
Sorcery
Target player mills two cards. Draw two cards.
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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 token: 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 token: Add one mana of any color.")
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Playful Shove
  ( 2)
Sorcery
Playful Shove deals 1 damage to any target. Draw a card.
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Plea for Power
  ( 4)
Sorcery
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
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Pointed Discussion
  ( 3)
Sorcery
You draw two cards, lose 2 life, then create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
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Ponder
 ( 1)
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.
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Portent
 ( 1)
Sorcery
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle. Draw a card at the beginning of the next turn's upkeep.
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Preordain
 ( 1)
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Press for Answers
  ( 2)
Sorcery
Tap target creature. It doesn't untap during its controller's next untap step. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Promise of Power
    ( 5)
Sorcery
Choose one — • You draw five cards and you lose 5 life. • Create an X/X black Demon creature token with flying, where X is the number of cards in your hand. Entwine (Choose both if you pay the entwine cost.)
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Prophecy
 ( 1)
Sorcery
Reveal the top card of target opponent's library. If it's a land, you gain 1 life. Then that player shuffles. Draw a card at the beginning of the next turn's upkeep.
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Quarrel's End
  ( 3)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards and create a 1/1 white Human Soldier creature token.
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Razaketh's Rite
   ( 5)
Sorcery
Search your library for a card, put that card into your hand, then shuffle. Cycling ( , Discard this card: Draw a card.)
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Raze to the Ground
  ( 3)
Sorcery
This spell can't be countered. Destroy target artifact. If its mana value was 1 or less, draw a card.
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Read the Bones
  ( 3)
Sorcery
Scry 2, then draw two cards. You lose 2 life. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Read the Tides
  ( 6)
Sorcery
Choose one — • Draw three cards. • Return up to two target creatures to their owners' hands.
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Recover
  ( 3)
Sorcery
Return target creature card from your graveyard to your hand. Draw a card.
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Recurring Insight
   ( 6)
Sorcery
Draw cards equal to the number of cards in target opponent's hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Redress Fate
   ( 8)
Sorcery
Return all artifact and enchantment cards from your graveyard to the battlefield. Miracle  (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Reforge the Soul
   ( 5)
Sorcery
Each player discards their hand, then draws seven cards. Miracle  (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Rejuvenate
  ( 4)
Sorcery
You gain 6 life. Cycling ( , Discard this card: Draw a card.)
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Render Inert
  ( 3)
Sorcery
Remove up to five counters from target permanent. Draw a card.
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Renewal
  ( 3)
Sorcery
As an additional cost to cast this spell, sacrifice a land. Search your library for a basic land card, put that card onto the battlefield, then shuffle. Draw a card at the beginning of the next turn's upkeep.
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Reprocess
   ( 4)
Sorcery
Sacrifice any number of artifacts, creatures, and/or lands. Draw a card for each permanent sacrificed this way.
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Research the Deep
  ( 2)
Sorcery
Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
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Resourceful Return
  ( 2)
Sorcery
Return target creature card from your graveyard to your hand. If you control an artifact, draw a card.
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Revenge of the Hunted
   ( 6)
Sorcery
Until end of turn, target creature gets +6/+6 and gains trample, and all creatures able to block it this turn do so. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Reverse Engineer
   ( 5)
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Draw three cards.
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Rhystic Scrying
   ( 4)
Sorcery
Draw three cards. Then if any player pays , discard three cards.
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Ribbons of Night
  ( 5)
Sorcery
Ribbons of Night deals 4 damage to target creature and you gain 4 life. If was spent to cast this spell, draw a card.
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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 of Extus
   ( 6)
Sorcery
Exile target creature. Exile up to one target instant or sorcery card from a graveyard. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Rise of the Eldrazi
    ( 12)
Sorcery
This spell can't be countered. Destroy target permanent. Target player draws four cards. Take an extra turn after this one. Exile Rise of the Eldrazi.
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Rishkar's Expertise
   ( 6)
Sorcery
Draw cards equal to the greatest power among creatures you control. You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
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Riveteers Confluence
    ( 5)
Sorcery
Choose three. You may choose the same mode more than once. • You draw a card and you lose 1 life. • Riveteers Confluence deals 1 damage to each creature and planeswalker you don't control. • You may put a land card from your hand or graveyard onto the battlefield tapped.
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Roadside Blowout
  ( 3)
Sorcery
This spell costs less to cast if it targets a permanent with mana value 1. Return target creature or Vehicle an opponent controls to its owner's hand. Draw a card.
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Roiling Waters
   ( 7)
Sorcery
Return up to two target creatures your opponents control to their owners' hands. Target player draws two cards.
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Rooftop Nuisance
  ( 3)
Sorcery
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell and you may choose a new target for the copy.) Tap target creature. It doesn't untap during its controller's next untap step. Draw a card.
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Root Out
  ( 3)
Sorcery
Destroy target artifact or enchantment. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Roots of Wisdom
  ( 2)
Sorcery
Mill three cards, then return a land card or Elf card from your graveyard to your hand. If you can't, draw a card. (To mill a card, put the top card of your library into your graveyard.)
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Rousing of Souls
  ( 3)
Sorcery
Parley — Each player reveals the top card of their library. For each nonland card revealed this way, you create a 1/1 white Spirit creature token with flying. Then each player draws a card.
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Rush of Knowledge
  ( 5)
Sorcery
Draw cards equal to the greatest mana value among permanents you control.
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Ruthless Negotiation
 ( 1)
Sorcery
Target opponent exiles a card from their hand. If this spell was cast from a graveyard, draw a card. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sanguimancy
  ( 5)
Sorcery
You draw X cards and you lose X life, where X is your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)
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Scale the Heights
  ( 3)
Sorcery
Put a +1/+1 counter on up to one target creature. You gain 2 life. You may play an additional land this turn. Draw a card.
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Scarscale Ritual
  ( 2)
Sorcery
As an additional cost to cast this spell, put a -1/-1 counter on a creature you control. Draw two cards.
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Scour All Possibilities
  ( 2)
Sorcery
Scry 2, then draw a card. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sea Gate Restoration
    ( 7)
Sorcery
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
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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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See Beyond
  ( 2)
Sorcery
Draw two cards, then shuffle a card from your hand into your library.
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Seize the Secrets
  ( 3)
Sorcery
This spell costs less to cast if you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Draw two cards.
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Seize the Spoils
  ( 3)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards and create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Seize the Spotlight
  ( 3)
Sorcery
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
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Selvala's Charge
  ( 5)
Sorcery
Parley — Each player reveals the top card of their library. For each nonland card revealed this way, you create a 3/3 green Elephant creature token. Then each player draws a card.
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Shamanic Revelation
   ( 5)
Sorcery
Draw a card for each creature you control. Ferocious — You gain 4 life for each creature you control with power 4 or greater.
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Shared Discovery
 ( 1)
Sorcery
As an additional cost to cast this spell, tap four untapped creatures you control. Draw three cards.
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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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Shattered Perception
  ( 3)
Sorcery
Discard all the cards in your hand, then draw that many cards. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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