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Elkin Lair magic-card Wizards of the Coast
From $0.75
'At the beginning of each player's upkeep, that player exiles a card at random from their hand. The player may play that card this turn. At the beginning of the...
Necropotence magic-card Wizards of the Coast
From $30.75
'Skip your draw step. Whenever you discard a card, exile that card from your graveyard. Pay 1 life: Exile the top card of your library face down. Put that card...
Game of Chaos magic-card Wizards of the Coast
From $11.00
'Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip,...
Brainstorm magic-card Wizards of the Coast
From $1.25
'Draw three cards, then put two cards from your hand on top of your library in any order.
Harsh Justice magic-card Wizards of the Coast
From $10.75
'Cast this spell only during the declare attackers step and only if you've been attacked this step. This turn, whenever an attacking creature deals combat damage to you, it deals...
Winter's Grasp magic-card Wizards of the Coast
From $3.25
'Destroy target land.
Thundering Wurm magic-card Wizards of the Coast
From $0.50
'When this creature enters, sacrifice it unless you discard a land card.
Scorched Ruins magic-card Wizards of the Coast
From $37.25
'If this land would enter, sacrifice two untapped lands instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add...
Boiling Seas magic-card Wizards of the Coast
From $2.75
'Destroy all Islands.
Lotus Vale magic-card Wizards of the Coast
From $25.00
'If this land would enter, sacrifice two untapped lands instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add...
Doomsday magic-card Wizards of the Coast
From $6.00
'Search your library and graveyard for five cards and exile the rest. Put the chosen cards on top of your library in any order. You lose half your life, rounded...
Winding Canyons magic-card Wizards of the Coast
From $21.00
'{T}: Add {C}. {2}, {T}: You may cast creature spells this turn as though they had flash.