Card Codex

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17 May 2024: Card library updated.

A-Sorcerer Class

UR · Enchantment — Class

(Gain the next level as a sorcery to add its ability.) When Sorcerer Class enters the battlefield, draw two cards, then discard two cards. {U}{R}: Level 2 Creatures you control have "{T}: Add {U} or {R}. Spend this mana only to cast an instant or sorcery spell or to gain a Class level." {1}{U}{R}: Level 3 Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.

Similar cards

Color identity:
NameManaTypeText
Hunting Grounds GWEnchantment Threshold — As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."
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Captain Rex Nebula 1RWLegendary Creature — Human Pilot Employee At the beginning of combat on your turn, choose target nonland permanent you control. Until end of turn, it becomes a Vehicle artifact with base power and toughness each equal to its mana value, and it gains crew 2 and "Crash Land — Whenever this Vehicle deals damage, roll a six-sided die. If the result is equal to this Vehicle's mana value, sacrifice this Vehicle, then it deals that much damage to any target." 2/2
Necrogoyf 3BBCreature — Lhurgoyf Necrogoyf's power is equal to the number of creature cards in all graveyards. At the beginning of each player's upkeep, that player discards a card. Madness {1}{B}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) */4
Spinehorn Minotaur 2RCreature — Minotaur Berserker As long as you've drawn two or more cards this turn, Spinehorn Minotaur has double strike. 2/3
Sandswirl Wanderglyph Artifact Creature — Golem Flying Whenever an opponent casts a spell during their turn, they can't attack you or planeswalkers you control this turn. Each opponent who attacked you or a planeswalker you control this turn can't cast spells. 5/3
Great Hall of Starnheim Land Great Hall of Starnheim enters the battlefield tapped. {T}: Add {B}. {W}{W}{B}, {T}, Sacrifice Great Hall of Starnheim and a creature you control: Create a 4/4 white Angel Warrior creature token with flying and vigilance. Activate only as a sorcery.
Repel the Darkness 2WInstant Tap up to two target creatures. Draw a card.
War Room Land {T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Serra Paragon 2WWCreature — Angel Flying Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life." 3/4
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