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Adventure Awaits
  ( 2)
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. If you didn't put a card into your hand this way, draw a card.
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Airborne Aid
  ( 4)
Sorcery
Draw a card for each Bird on the battlefield.
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Akroma's Vengeance
   ( 6)
Sorcery
Destroy all artifacts, creatures, and enchantments. Cycling ( , Discard this card: Draw a card.)
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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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Ancestral Anger
 ( 1)
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
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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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Aquitect's Will
 ( 1)
Kindred 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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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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Atrocious Experiment
  ( 3)
Sorcery
Target player mills two cards, draws two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
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Audience with Trostani
  ( 3)
Sorcery
Create a 0/1 green Plant creature token, then draw cards equal to the number of differently named creature tokens you control.
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Awaken the Maelstrom
( 0)
Sorcery
Awaken the Maelstrom is all colors. Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.
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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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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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Bankrupt in Blood
  ( 2)
Sorcery
As an additional cost to cast this spell, sacrifice two creatures. Draw three cards.
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Bargain
  ( 3)
Sorcery
Target opponent draws a card. You gain 7 life.
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Beck // Call (Beck)
  ( 2)
Sorcery
Whenever a creature enters 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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Become the Avalanche
   ( 6)
Sorcery
Draw a card for each creature you control with power 4 or greater. Then creatures you control get +X/+X until end of turn, where X is the number of cards in your hand.
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Beneath the Sands
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Cycling ( , Discard this card: Draw a card.)
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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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Blessing of Frost
  ( 4)
Snow Sorcery
Distribute X +1/+1 counters among any number of creatures you control, where X is the amount of spent to cast this spell. Then draw a card for each creature you control with power 4 or greater.
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Blessings of Nature
  ( 5)
Sorcery
Distribute four +1/+1 counters among any number of target creatures. 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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Blood Divination
  ( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Draw three cards.
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Bloody Betrayal
  ( 3)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
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Bonfire of the Damned
   ( 1)
Sorcery
Bonfire of the Damned deals X damage to target player or planeswalker and each creature that player or that planeswalker's controller controls. 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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Brain Pry
  ( 2)
Sorcery
Choose a nonland card name. Target player reveals their hand. That player discards a card with that name. If they can't, you draw a card.
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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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Break Asunder
   ( 4)
Sorcery
Destroy target artifact or enchantment. Cycling ( , Discard this card: Draw a card.)
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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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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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Browbeat
  ( 3)
Sorcery
Any player may have Browbeat deal 5 damage to them. If no one does, target player draws three cards.
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Burning Inquiry
 ( 1)
Sorcery
Each player draws three cards, then discards three cards at random.
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Calamitous Tide
   ( 6)
Sorcery
Return up to two target creatures to their owners' hands. Draw two cards, then discard a card.
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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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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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Careful Study
 ( 1)
Sorcery
Draw two cards, then discard two cards.
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Caress of Phyrexia
   ( 5)
Sorcery
Target player draws three cards, loses 3 life, and gets three poison counters.
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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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Cease // Desist (Cease)
  ( 2)
Instant
Exile up to two target cards from a single graveyard. Target player gains 2 life and draws a card.
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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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Leave // Chance (Chance)
  ( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Discard any number of cards, then draw that many cards.
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Change of Fortune
  ( 4)
Sorcery
Discard your hand, then draw a card for each card you've discarded this turn.
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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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Claws of Wirewood
  ( 4)
Sorcery
Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling ( , Discard this card: Draw a card.)
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Cleansing Wildfire
  ( 2)
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Draw a card.
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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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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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Coiling Rebirth
   ( 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.) Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
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Collective Defiance
   ( 3)
Sorcery
Escalate (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target player discards all the cards in their hand, then draws that many cards. • Collective Defiance deals 4 damage to target creature. • Collective Defiance deals 3 damage to target opponent or planeswalker.
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Compelling Argument
  ( 2)
Sorcery
Target player mills five cards. Cycling ( , Discard this card: Draw a card.)
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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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Conjurer's Ban
  ( 2)
Sorcery
Choose a card name. Until your next turn, spells with the chosen name can't be cast and lands with the chosen name can't be played. Draw a card.
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Consult the Necrosages
   ( 3)
Sorcery
Choose one — • Target player draws two cards. • Target player discards two cards.
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Consecrate // Consume (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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Consuming Tide
   ( 4)
Sorcery
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
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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 from Below
 ( 1)
Sorcery
Remove this card from your deck before playing if you're not playing for ante. Discard your hand, ante the top card of your library, then draw seven cards.
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Cosmic Epiphany
   ( 6)
Sorcery
Draw cards equal to the number of instant and sorcery cards in your graveyard.
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Covenant of Minds
  ( 5)
Sorcery
Reveal the top three cards of your library. Target opponent may choose to put those cards into your hand. If they don't, put those cards into your graveyard and draw five cards.
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Cram Session
  ( 2)
Sorcery
You gain 4 life. 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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Crash Through
 ( 1)
Sorcery
Creatures you control gain trample until end of turn. (Each of those creature 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. Draw a card.
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Cruel Bargain
   ( 3)
Sorcery
Draw four cards. You lose half your life, rounded up.
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Cruelclaw's Heist
  ( 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.) Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If the gift was promised, you may cast that card for as long as it remains exiled, and mana of any type can be spent to cast it.
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Culmination of Studies
   ( 2)
Sorcery
Exile the top X cards of your library. For each land card exiled this way, create a Treasure token. For each blue card exiled this way, draw a card. For each red card exiled this way, Culmination of Studies deals 1 damage to each opponent.
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Cut a Deal
  ( 3)
Sorcery
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
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Cut of the Profits
   ( 2)
Sorcery
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell.) You draw X cards and you lose X life.
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Damnable Pact
   ( 2)
Sorcery
Target player draws X cards and loses X life.
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Dark Deal
  ( 3)
Sorcery
Each player discards all the cards in their hand, then draws that many cards minus one.
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Dark Intimations
    ( 5)
Sorcery
Each opponent sacrifices a creature or planeswalker of their choice, then discards a card. You return a creature or planeswalker card from your graveyard to your hand, then draw a card. When you cast a Bolas planeswalker spell, exile this card from your graveyard. That planeswalker enters with an additional loyalty counter on it.
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Day's Undoing
  ( 3)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Deadly Cover-Up
   ( 5)
Sorcery
As an additional cost to cast this spell, you may collect evidence 6. Destroy all creatures. If evidence was collected, exile a card from an opponent's graveyard. Then search its owner's graveyard, hand, and library for any number of 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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Death Begets Life
    ( 8)
Sorcery
Destroy all creatures and enchantments. Draw a card for each permanent destroyed this way.
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Deem Inferior
  ( 4)
Sorcery
This spell costs less to cast for each card you've drawn this turn. The owner of target nonland permanent puts it into their library second from the top or on the bottom.
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Deep Analysis
  ( 4)
Sorcery
Target player draws two cards. Flashback— , Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Depopulate
   ( 4)
Sorcery
Each player who controls a multicolored creature draws a card. Then destroy all creatures.
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