Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
{U}
Chilling Trap
Instant
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
{U}
Chilling Trap
Instant
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
{U}
Chilling Trap
Instant
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
{3}{U}
Expedition Diviner
Creature - Merfolk Wizard
Flying
As long as you control another Wizard, Expedition Diviner has "When this creature dies, draw a card."
3 /
2
{3}{U}
Expedition Diviner
Creature - Merfolk Wizard
Flying
As long as you control another Wizard, Expedition Diviner has "When this creature dies, draw a card."
3 /
2
{3}{U}
Expedition Diviner
Creature - Merfolk Wizard
Flying
As long as you control another Wizard, Expedition Diviner has "When this creature dies, draw a card."
3 /
2
{3}{U}
Expedition Diviner
Creature - Merfolk Wizard
Flying
As long as you control another Wizard, Expedition Diviner has "When this creature dies, draw a card."
3 /
2
{1}{R}
Fissure Wizard
Creature - Goblin Wizard
When Fissure Wizard enters the battlefield, you may discard a card. If you do, draw a card.
2 /
1
{1}{R}
Fissure Wizard
Creature - Goblin Wizard
When Fissure Wizard enters the battlefield, you may discard a card. If you do, draw a card.
2 /
1
{1}{U}
Into the Roil
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
{1}{U}
Into the Roil
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
{1}{U}
Into the Roil
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
{1}{U}
Into the Roil
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
--
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}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{U}{R}
Kaza, Roil Chaser
Legendary Creature - Human Wizard
Flying, haste
{T}: The next instant or sorcery spell you cast this turn costs {X} less to cast, where X is the number of Wizards you control as this ability resolves.
1 /
2
{2}{R}
Kazuul's Fury
Instant
As an additional cost to cast this spell, sacrifice a creature.
Kazuul's Fury deals damage equal to the sacrificed creature's power to any target.
--
Kazuul's Cliffs
Land
Kazuul's Cliffs enters the battlefield tapped.
{T}: Add {R}.
{2}{R}
Kazuul's Fury
Instant
As an additional cost to cast this spell, sacrifice a creature.
Kazuul's Fury deals damage equal to the sacrificed creature's power to any target.
--
Kazuul's Cliffs
Land
Kazuul's Cliffs enters the battlefield tapped.
{T}: Add {R}.
{1}{R}
Magmatic Channeler
Creature - Human Wizard
As long as there are four or more instant and/or sorcery cards in your graveyard, Magmatic Channeler gets +3/+1.
{T}, Discard a card: Exile the top two cards of your library, then choose one of them. You may play that card this turn.
1 /
3
{2}{U}{U}
Master of Winds
Creature - Sphinx Wizard
Flying
When Master of Winds enters the battlefield, draw two cards, then discard a card.
Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 4/1 or 1/4 until end of turn.
1 /
4
--
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}.)
--
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}.)
{2}
Relic Amulet
Artifact
Whenever you cast an instant, sorcery, or Wizard spell, put a charge counter on Relic Amulet.
{2}, {T}, Remove all charge counters from Relic Amulet: It deals that much damage to target creature.
{2}
Relic Amulet
Artifact
Whenever you cast an instant, sorcery, or Wizard spell, put a charge counter on Relic Amulet.
{2}, {T}, Remove all charge counters from Relic Amulet: It deals that much damage to target creature.
{3}{R}
Rockslide Sorcerer
Creature - Human Wizard
Whenever you cast an instant, sorcery, or Wizard spell, Rockslide Sorcerer deals 1 damage to any target.
3 /
3
{3}{R}
Rockslide Sorcerer
Creature - Human Wizard
Whenever you cast an instant, sorcery, or Wizard spell, Rockslide Sorcerer deals 1 damage to any target.
3 /
3
{1}{R}
Roil Eruption
Sorcery
Kicker {5} (You may pay an additional {5} as you cast this spell.)
Roil Eruption deals 3 damage to any target. If this spell was kicked, it deals 5 damage instead.
{1}{R}
Roil Eruption
Sorcery
Kicker {5} (You may pay an additional {5} as you cast this spell.)
Roil Eruption deals 3 damage to any target. If this spell was kicked, it deals 5 damage instead.
{1}{R}
Roil Eruption
Sorcery
Kicker {5} (You may pay an additional {5} as you cast this spell.)
Roil Eruption deals 3 damage to any target. If this spell was kicked, it deals 5 damage instead.
{1}{R}
Roil Eruption
Sorcery
Kicker {5} (You may pay an additional {5} as you cast this spell.)
Roil Eruption deals 3 damage to any target. If this spell was kicked, it deals 5 damage instead.
{R}
Spikefield Hazard
Instant
Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.
--
Spikefield Cave
Land
Spikefield Cave enters the battlefield tapped.
{T}: Add {R}.
{R}
Spikefield Hazard
Instant
Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.
--
Spikefield Cave
Land
Spikefield Cave enters the battlefield tapped.
{T}: Add {R}.
{1}{U}
Tazeem Roilmage
Creature - Merfolk Wizard
Kicker {4} (You may pay an additional {4} as you cast this spell.)
When Tazeem Roilmage enters the battlefield, if it was kicked, return target instant or sorcery card from your graveyard to your hand.
2 /
1
{1}{U}
Tazeem Roilmage
Creature - Merfolk Wizard
Kicker {4} (You may pay an additional {4} as you cast this spell.)
When Tazeem Roilmage enters the battlefield, if it was kicked, return target instant or sorcery card from your graveyard to your hand.
2 /
1
{1}{U}
Tazeem Roilmage
Creature - Merfolk Wizard
Kicker {4} (You may pay an additional {4} as you cast this spell.)
When Tazeem Roilmage enters the battlefield, if it was kicked, return target instant or sorcery card from your graveyard to your hand.
2 /
1
{1}{U}
Tazeem Roilmage
Creature - Merfolk Wizard
Kicker {4} (You may pay an additional {4} as you cast this spell.)
When Tazeem Roilmage enters the battlefield, if it was kicked, return target instant or sorcery card from your graveyard to your hand.
2 /
1
{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
{4}{U}
Umara Wizard
Creature - Merfolk Wizard
Whenever you cast an instant, sorcery, or Wizard spell, Umara Wizard gains flying until end of turn.
4 /
3
--
Umara Skyfalls
Land
Umara Skyfalls enters the battlefield tapped.
{T}: Add {U}.
4 /
3
{4}{U}
Umara Wizard
Creature - Merfolk Wizard
Whenever you cast an instant, sorcery, or Wizard spell, Umara Wizard gains flying until end of turn.
4 /
3
--
Umara Skyfalls
Land
Umara Skyfalls enters the battlefield tapped.
{T}: Add {U}.
4 /
3
{2}{U}
Windrider Wizard
Creature - Human Wizard
Flying
Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
2 /
2
{2}{U}
Windrider Wizard
Creature - Human Wizard
Flying
Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.