New search
Appeal // Authority
{G} // {1}{W}
Sorcery // Sorcery
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of creatures you control.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Tap up to two target creatures your opponents control. Creatures you control gain vigilance until end of turn.
Claim // Fame
{B} // {1}{R}
Sorcery // Sorcery
Return target creature card with mana value 2 or less from your graveyard to the battlefield.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Target creature gets +2/+0 and gains haste until end of turn.
Commit // Memory
{3}{U} // {4}{U}{U}
Instant // Sorcery
Put target spell or nonland permanent into its owner's library second from the top.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Each player shuffles their hand and graveyard into their library, then draws seven cards.
Consign // Oblivion
{1}{U} // {4}{B}
Instant // Sorcery
Return target nonland permanent to its owner's hand.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Target opponent discards two cards.
Cut // Ribbons
{1}{R} // {X}{B}{B}
Sorcery // Sorcery
~this~ deals 4 damage to target creature.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Each opponent loses X life.
Destined // Lead
{1}{B} // {3}{G}
Instant // Sorcery
Target creature gets +1/+0 and gains indestructible until end of turn.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
All creatures able to block target creature this turn do so.
Driven // Despair
{1}{G} // {1}{B}
Sorcery // Sorcery
Until end of turn, creatures you control gain trample and "Whenever ~this~ deals combat damage to a player, draw a card."
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Until end of turn, creatures you control gain menace and "Whenever ~this~ deals combat damage to a player, that player discards a card."
Dusk // Dawn
{2}{W}{W} // {3}{W}{W}
Sorcery // Sorcery
Destroy all creatures with power 3 or greater.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Return all creature cards with power 2 or less from your graveyard to your hand.
Failure // Comply
{1}{U} // {W}
Instant // Sorcery
Return target spell to its owner's hand.
//
Aftermath (Cast ~this~ 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.
Farm // Market
{2}{W} // {2}{U}
Instant // Sorcery
Destroy target attacking or blocking creature.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Draw two cards, then discard two cards.
Grind // Dust
{1}{B} // {3}{W}
Sorcery // Sorcery
Put a -1/-1 counter on each of up to two target creatures.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Exile any number of target creatures that have -1/-1 counters on them.
Heaven // Earth
{X}{G} // {X}{R}{R}
Instant // Sorcery
~this~ deals X damage to each creature with flying.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
~this~ deals X damage to each creature without flying.
Insult // Injury
{2}{R} // {2}{R}
Sorcery // Sorcery
Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
~this~ deals 2 damage to target creature and 2 damage to target player or planeswalker.
Leave // Chance
{1}{W} // {3}{R}
Instant // Sorcery
Return any number of target permanents you own to your hand.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Discard any number of cards, then draw that many cards.
Mouth // Feed
{2}{G} // {3}{G}
Sorcery // Sorcery
Create a 3/3 green Hippo creature token.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Draw a card for each creature you control with power 3 or greater.
Never // Return
{1}{B}{B} // {3}{B}
Sorcery // Sorcery
Destroy target creature or planeswalker.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Exile target card from a graveyard. Create a 2/2 black Zombie creature token.
Onward // Victory
{2}{R} // {2}{W}
Instant // Sorcery
Target creature gets +X/+0 until end of turn, where X is its power.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Target creature gains double strike until end of turn.
Prepare // Fight
{1}{W} // {3}{G}
Instant // Sorcery
Untap target creature. It gets +2/+2 and gains lifelink until end of turn.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Target creature you control fights target creature an opponent controls.
Rags // Riches
{2}{B}{B} // {5}{U}{U}
Sorcery // Sorcery
All creatures get -2/-2 until end of turn.
//
Aftermath (Cast ~this~ only from your graveyard. Then exile it.)
Each opponent chooses a creature they control. You gain control of those creatures.
Reason // Believe
{U} // {4}{G}
Sorcery // Sorcery
Scry 3.
//
Aftermath (Cast ~this~ 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.
New search