Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it.Cycling (, Discard this card: Draw a card.)
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it.Cycling (, Discard this card: Draw a card.)
Flash (You may cast this spell any time you could cast an instant.)Enchant creatureWhen Capture Sphere enters, tap enchanted creature.Enchanted creature doesn't untap during its controller's untap step.
Flash (You may cast this spell any time you could cast an instant.)Enchant creatureWhen Capture Sphere enters, tap enchanted creature.Enchanted creature doesn't untap during its controller's untap step.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)VigilanceWhenever this creature mutates, you gain 4 life.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)ReachWhenever this creature mutates, you may discard a card. If you do, draw a card.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)ReachWhenever this creature mutates, you may discard a card. If you do, draw a card.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)ReachWhenever this creature mutates, you may discard a card. If you do, draw a card.
Return target creature card from your graveyard to the battlefield. When you do, it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Return target creature card from your graveyard to the battlefield. When you do, it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Companion — Your starting deck contains only cards with odd mana values and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)If a source you control with an odd mana value would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.