Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
2 /
2
{1}{U}{R}
Adeliz, the Cinder Wind
Legendary Creature - Human Wizard
Flying, haste
Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
2 /
2
{1}{U}{R}
Beacon Bolt
Sorcery
Beacon Bolt deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
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.)
{1}{U}{R}
Beacon Bolt
Sorcery
Beacon Bolt deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
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.)
{1}{U}{R}
Beacon Bolt
Sorcery
Beacon Bolt deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
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.)
{3}{U}{U}
Docent of Perfection
Creature - Insect Horror
Flying
Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token. Then if you control three or more Wizards, transform Docent of Perfection.
5 /
4
--
Final Iteration
Creature - Eldrazi Insect
Flying
Wizards you control get +2/+1 and have flying.
Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token.
5 /
4
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{U}{R}
Izzet Charm
Instant
Choose one --
• Counter target noncreature spell unless its controller pays {2}.
• Izzet Charm deals 2 damage to target creature.
• Draw two cards, then discard two cards.
{U}{R}
Izzet Charm
Instant
Choose one --
• Counter target noncreature spell unless its controller pays {2}.
• Izzet Charm deals 2 damage to target creature.
• Draw two cards, then discard two cards.
{U}{R}
Izzet Charm
Instant
Choose one --
• Counter target noncreature spell unless its controller pays {2}.
• Izzet Charm deals 2 damage to target creature.
• Draw two cards, then discard two cards.
{1}{U}{R}
Jori En, Ruin Diver
Legendary Creature - Merfolk Wizard
Whenever you cast your second spell each turn, draw a card.
2 /
3
{1}{R}
Lightning Strike
Instant
Lightning Strike deals 3 damage to any target.
{1}{R}
Lightning Strike
Instant
Lightning Strike deals 3 damage to any target.
{1}{R}
Lightning Strike
Instant
Lightning Strike deals 3 damage to any target.
{1}{U}
Mana Leak
Instant
Counter target spell unless its controller pays {3}.
{1}{U}
Mana Leak
Instant
Counter target spell unless its controller pays {3}.
{1}{U}
Mana Leak
Instant
Counter target spell unless its controller pays {3}.
{1}{U}
Mana Leak
Instant
Counter target spell unless its controller pays {3}.
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{1}{U}
Radical Idea
Instant
Draw a card.
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.)
{1}{U}
Radical Idea
Instant
Draw a card.
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.)
{1}{U}
Radical Idea
Instant
Draw a card.
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.)
{1}{U}
Radical Idea
Instant
Draw a card.
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.)
{U}{R}
Stormchaser Mage
Creature - Human Wizard
Flying, haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
1 /
3
{U}{R}
Stormchaser Mage
Creature - Human Wizard
Flying, haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
1 /
3
{U}{R}
Stormchaser Mage
Creature - Human Wizard
Flying, haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
1 /
3
{U}{R}
Stormchaser Mage
Creature - Human Wizard
Flying, haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
1 /
3
--
Sulfur Falls
Land
Sulfur Falls enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}.
--
Sulfur Falls
Land
Sulfur Falls enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}.
--
Sulfur Falls
Land
Sulfur Falls enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}.
--
Sulfur Falls
Land
Sulfur Falls enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}.
{U/R}{U/R}
Teach by Example
Instant
When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
{U/R}{U/R}
Teach by Example
Instant
When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
--
Temple of Epiphany
Land
Temple of Epiphany enters tapped.
When Temple of Epiphany enters, scry 1.
{T}: Add {U} or {R}.
--
Temple of Epiphany
Land
Temple of Epiphany enters tapped.
When Temple of Epiphany enters, scry 1.
{T}: Add {U} or {R}.
--
Temple of Epiphany
Land
Temple of Epiphany enters tapped.
When Temple of Epiphany enters, scry 1.
{T}: Add {U} or {R}.
--
Temple of Epiphany
Land
Temple of Epiphany enters tapped.
When Temple of Epiphany enters, scry 1.
{T}: Add {U} or {R}.
{1}{U}{R}
Umara Mystic
Creature - Merfolk Wizard
Flying
Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.
1 /
3
{1}{U}{R}
Umara Mystic
Creature - Merfolk Wizard
Flying
Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.
1 /
3
{2}{R}
Wizard's Lightning
Instant
This spell costs {2} less to cast if you control a Wizard.
Wizard's Lightning deals 3 damage to any target.
{2}{R}
Wizard's Lightning
Instant
This spell costs {2} less to cast if you control a Wizard.
Wizard's Lightning deals 3 damage to any target.
{2}{R}
Wizard's Lightning
Instant
This spell costs {2} less to cast if you control a Wizard.
Wizard's Lightning deals 3 damage to any target.
{2}{R}
Wizard's Lightning
Instant
This spell costs {2} less to cast if you control a Wizard.
Wizard's Lightning deals 3 damage to any target.
{1}{U}{U}
Wizard's Retort
Instant
This spell costs {1} less to cast if you control a Wizard.
Counter target spell.
{1}{U}{U}
Wizard's Retort
Instant
This spell costs {1} less to cast if you control a Wizard.
Counter target spell.
{1}{U}{U}
Wizard's Retort
Instant
This spell costs {1} less to cast if you control a Wizard.
Counter target spell.
{1}{U}{U}
Wizard's Retort
Instant
This spell costs {1} less to cast if you control a Wizard.
Counter target spell.
{U/R}
Clout of the Dominus
Enchantment - Aura
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)
As long as enchanted creature is red, it gets +1/+1 and has haste.
{U/R}
Clout of the Dominus
Enchantment - Aura
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)
As long as enchanted creature is red, it gets +1/+1 and has haste.
{U/R}
Clout of the Dominus
Enchantment - Aura
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)
As long as enchanted creature is red, it gets +1/+1 and has haste.
{U}
Dive Down
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
{U}
Dive Down
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
{U}
Dive Down
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
{U}
Dive Down
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
{1}{U}{R}
Jori En, Ruin Diver
Legendary Creature - Merfolk Wizard
Whenever you cast your second spell each turn, draw a card.
2 /
3
{R}
Maximize Velocity
Sorcery
Target creature gets +1/+1 and gains haste until end of turn.
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.)
{R}
Maximize Velocity
Sorcery
Target creature gets +1/+1 and gains haste until end of turn.
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.)
{R}
Maximize Velocity
Sorcery
Target creature gets +1/+1 and gains haste until end of turn.
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.)