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Shenanigans
  ( 2)
Sorcery
Destroy target artifact. Dredge 1 (If you would draw a card, you may mill a card instead. If you do, return this card from your graveyard to your hand.)
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Shoulder to Shoulder
  ( 3)
Sorcery
Support 2. (Put a +1/+1 counter on each of up to two target creatures.) Draw a card.
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Sift
  ( 4)
Sorcery
Draw three cards, then discard a card.
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Sign in Blood
  ( 2)
Sorcery
Target player draws two cards and loses 2 life.
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Silver Scrutiny
   ( 2)
Sorcery
You may cast this spell as though it had flash if X is 3 or less. Draw X cards.
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Silverquill Command
   ( 4)
Sorcery
Choose two — • Target creature gets +3/+3 and gains flying until end of turn. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Target player draws a card and loses 1 life. • Target opponent sacrifices a creature of their choice.
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Skull Raid
  ( 4)
Sorcery
Target opponent discards two cards. If fewer than two cards were discarded this way, you draw cards equal to the difference. Foretell  (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Skulltap
  ( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Draw two cards.
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Skyscribing
   ( 2)
Sorcery
Each player draws X cards. Forecast —  , Reveal this card from your hand: Each player draws a card. (Activate only during your upkeep and only once each turn.)
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Slice and Dice
   ( 6)
Sorcery
Slice and Dice deals 4 damage to each creature. Cycling  ( , Discard this card: Draw a card.) When you cycle this card, you may have it deal 1 damage to each creature.
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Slip Through Space
 ( 1)
Sorcery
Devoid (This card has no color.) Target creature can't be blocked this turn. Draw a card.
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Soul's Majesty
  ( 5)
Sorcery
Draw cards equal to the power of target creature you control.
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Spectacular Pileup
   ( 5)
Sorcery
All creatures and Vehicles lose indestructible until end of turn, then destroy all creatures and Vehicles. Cycling ( , Discard this card: Draw a card.)
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Splash Portal
 ( 1)
Sorcery
Exile target creature you control, then return it to the battlefield under its owner's control. If that creature is a Bird, Frog, Otter, or Rat, draw a card.
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Splitting the Powerstone
  ( 3)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact. Create two tapped Powerstone tokens. If the sacrificed artifact was legendary, draw a card. (The tokens are artifacts with " : Add . This mana can't be spent to cast a nonartifact spell.")
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Spring // Mind (Spring)
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Squee's Revenge
   ( 3)
Sorcery
Choose a number. Flip a coin that many times or until you lose a flip, whichever comes first. If you win all the flips, draw two cards for each flip.
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Stall Out
  ( 2)
Sorcery
Tap target creature or Vehicle, then put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Cycling ( , Discard this card: Draw a card.)
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Starfall Invocation
   ( 5)
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
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Start the TARDIS
  ( 2)
Sorcery
Surveil 2, then draw a card. You may planeswalk. (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.) 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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Stensia Banquet
  ( 3)
Sorcery
Stensia Banquet deals damage to target opponent or planeswalker equal to the number of Vampires you control. Draw a card.
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Stir the Sands
   ( 6)
Sorcery
Create three 2/2 black Zombie creature tokens. Cycling  ( , Discard this card: Draw a card.) When you cycle this card, create a 2/2 black Zombie creature token.
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Hearth Elemental (Stoke Genius)
  ( 2)
Sorcery — Adventure
Discard your hand, then draw two cards. (Then exile this card. You may cast the creature later from exile.)
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Stormshriek Feral
  ( 5)
Creature — Dragon
(3/3)
Flying, haste  : This creature gets +1/+0 until end of turn.
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Strategy, Schmategy
  ( 2)
Sorcery
Roll a six-sided die. Strategy, Schmategy has the indicated effect. 1 — Do nothing. 2 — Destroy all artifacts. 3 — Destroy all lands. 4 — Strategy, Schmategy deals 3 damage to each creature and each player. 5 — Each player discards their hand and draws seven cards. 6 — Repeat this process two more times.
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Sunset Revelry
  ( 2)
Sorcery
If an opponent has more life than you, you gain 4 life. If an opponent controls more creatures than you, create two 1/1 white Human creature tokens. If an opponent has more cards in hand than you, draw a card.
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Survival Cache
  ( 3)
Sorcery
You gain 2 life. Then if you have more life than an opponent, draw a card. 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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Sway of the Stars
   ( 10)
Sorcery
Each player shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards. Each player's life total becomes 7.
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Sweltering Suns
   ( 3)
Sorcery
Sweltering Suns deals 3 damage to each creature. Cycling ( , Discard this card: Draw a card.)
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Syphon Mind
  ( 4)
Sorcery
Each other player discards a card. You draw a card for each card discarded this way.
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Give // Take (Take)
  ( 3)
Sorcery
Remove all +1/+1 counters from target creature you control. Draw that many cards. Fuse (You may cast one or both halves of this card from your hand.)
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Take Inventory
  ( 2)
Sorcery
Draw a card, then draw cards equal to the number of cards named Take Inventory in your graveyard.
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Tales of the Ancestors
  ( 4)
Sorcery
Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference. Foretell  (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Teachings of the Archaics
  ( 3)
Sorcery — Lesson
If an opponent has more cards in hand than you, draw two cards. Draw three cards instead if an opponent has at least four more cards in hand than you.
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Temporal Cascade
   ( 7)
Sorcery
Choose one — • Each player shuffles their hand and graveyard into their library. • Each player draws seven cards. Entwine (Choose both if you pay the entwine cost.)
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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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Temporal Mastery
   ( 7)
Sorcery
Take an extra turn after this one. Exile Temporal Mastery. 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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Temporary Truce
  ( 2)
Sorcery
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
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Tempt with Bunnies
  ( 3)
Sorcery
Tempting Offer — Draw a card and create a 1/1 white Rabbit creature token. Then each opponent may draw a card and create a 1/1 white Rabbit creature token. For each opponent who does, you draw a card and you create a 1/1 white Rabbit creature token.
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Terminus
   ( 6)
Sorcery
Put all creatures on the bottom of their owners' libraries. 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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Tezzeret's Gambit
  ( 4)
Sorcery
( can be paid with either or 2 life.) Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Thassa's Bounty
  ( 6)
Sorcery
Draw three cards. Target player mills three cards.
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The Great Aurora
    ( 9)
Sorcery
Each player shuffles all cards from their hand and all permanents they own into their library, then draws that many cards. Each player may put any number of land cards from their hand onto the battlefield. Exile The Great Aurora.
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The Wedding of River Song
  ( 3)
Sorcery
Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend. 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.)
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Theft of Dreams
  ( 3)
Sorcery
Draw a card for each tapped creature target opponent controls.
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They Went This Way
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Thoughtcast
  ( 5)
Sorcery
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Draw two cards.
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Thrilling Discovery
  ( 2)
Sorcery
You gain 2 life. Then you may discard two cards. If you do, draw three cards.
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Time Reversal
   ( 5)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Time Reversal.
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Time Spiral
   ( 6)
Sorcery
Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.
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Timetwister
  ( 3)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)
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Toil // Trouble (Toil)
  ( 3)
Sorcery
Target player draws two cards and loses 2 life. Fuse (You may cast one or both halves of this card from your hand.)
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Tolarian Geyser
  ( 3)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Return target creature to its owner's hand. Draw a card. If this spell was kicked, you gain 3 life.
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Torch the Witness
  ( 1)
Sorcery
Torch the Witness deals twice X damage to target creature. If excess damage was dealt to that creature this way, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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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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Touch of Death
  ( 3)
Sorcery
Touch of Death deals 1 damage to target player or planeswalker. You gain 1 life. Draw a card at the beginning of the next turn's upkeep.
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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 and the rest on top in any order.)
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Trade Secrets
   ( 3)
Sorcery
Target opponent draws two cards, then you draw up to four cards. That opponent may repeat this process as many times as they choose.
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Trade the Helm
  ( 5)
Sorcery
Exchange control of target artifact or creature you control and target artifact or creature an opponent controls. Cycling ( , Discard this card: Draw a card.)
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Train of Thought
  ( 2)
Sorcery
Replicate  (When you cast this spell, copy it for each time you paid its replicate cost.) Draw a card.
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Traverse Eternity
   ( 4)
Sorcery
Draw cards equal to the greatest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)
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Treasure Cruise
  ( 8)
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .) Draw three cards.
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Toil // Trouble (Trouble)
  ( 3)
Sorcery
Trouble deals damage to target player equal to the number of cards in that player's hand. Fuse (You may cast one or both halves of this card from your hand.)
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Truth or Consequences
   ( 4)
Sorcery
Secret council — Each player secretly votes for truth or consequences, then those votes are revealed. You draw cards equal to the number of truth votes. Then choose an opponent at random. Truth or Consequences deals 3 damage to that player for each consequences vote.
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Twisted Justice
   ( 6)
Sorcery
Target player sacrifices a creature of their choice. You draw cards equal to that creature's power.
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Ugin's Insight
   ( 5)
Sorcery
Scry X, where X is the greatest mana value among permanents you control, then draw three cards.
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Unburden
   ( 3)
Sorcery
Target player discards two cards. Cycling ( , Discard this card: Draw a card.)
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Unearth
 ( 1)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Cycling ( , Discard this card: Draw a card.)
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Unending Whisper
 ( 1)
Sorcery
Draw a card. Harmonize  (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by , where X is its power. Then exile this spell.)
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Unexpected Conversion
  ( 3)
Sorcery
Draw two cards. Then you may exile an instant or sorcery card from your hand. If you do, search your hand and library for any number of cards with the same name, exile them, then shuffle. Seek an instant or sorcery card for each card exiled from your hand this way.
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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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Unhinge
  ( 3)
Sorcery
Target player discards a card. Draw a card.
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Universal Surveillance
    ( 3)
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Draw X cards.
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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, then draws a card for each card exiled from their hand this way.
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Unnatural Moonrise
  ( 2)
Sorcery
It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card." Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Urban Evolution
   ( 5)
Sorcery
Draw three cards. You may play an additional land this turn.
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Urborg Uprising
  ( 5)
Sorcery
Return up to two target creature cards from your graveyard to your hand. Draw a card.
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Urza's Guilt
   ( 4)
Sorcery
Each player draws two cards, then discards three cards, then loses 4 life.
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Vampire's Kiss
  ( 2)
Sorcery
Target player loses 2 life and you gain 2 life. Create two Blood tokens. (They're artifacts with " , , Discard a card, Sacrifice this token: Draw a card.")
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Vengeful Possession
  ( 3)
Sorcery
Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. You may discard a card. If you do, draw a card.
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Violent Impact
  ( 4)
Sorcery
Destroy target artifact or land. Cycling ( , Discard this card: Draw a card.)
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Vivien's Stampede
   ( 6)
Sorcery
Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.
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Vivisection
  ( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Draw three cards.
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Vivisurgeon's Insight
   ( 5)
Sorcery
Draw three cards. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Volcanic Submersion
  ( 5)
Sorcery
Destroy target artifact or land. Cycling ( , Discard this card: Draw a card.)
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Voyage Home
   ( 7)
Sorcery
Affinity for artifacts (This spell costs less to cast for each artifact you control.) You draw three cards and gain 3 life.
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Wander in Death
  ( 3)
Sorcery
Return up to two target creature cards from your graveyard to your hand. Cycling ( , Discard this card: Draw a card.)
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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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Wear Down
  ( 2)
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Destroy target artifact or enchantment. If the gift was promised, instead destroy two target artifacts and/or enchantments.
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