MTG is full of extremely powerful cards of all kinds. From outrageously efficient mana rocks to enormous game-breaking Creatures, Magic has a lot of great cards across all card types. Today we will be covering the best Sorceries the game has to offer. A lot of the best and most iconic cards in the game are Sorceries, and although Instants are often more flexible given their ability to be played on the opponent’s turn, there are plenty of Sorceries that can heavily skew the game in your favor.
For this list, we will not be covering cards that are banned in every format, including Vintage. This means that cards that refer to Ante as well as the infamous
Shahrazad

#12 Mind’s Desire

First up, we have a fantastic Storm payoff. Mind’s Desire is a unique Storm card because unlike
Brain Freeze

Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
or Tendrils of Agony, it doesn’t win the game on its own. What makes it powerful is that it works extremely well with these storm payoffs. Often times, Storm decks require a few deck elements to function well. First, they need Ritual effects. Be them actual Rituals like
Dark Ritual

Next, these Storm decks typically need ways to recoup this card disadvantage. Casting a bunch of Rituals is great, but Storm payoffs need a decent chunk of spells cast before they work. Cards like
Wheel of Fortune

#11 Gitaxian Probe

Gitaxian Probe is an interesting card to rank, because on the surface, the card does very little. All the card does is give you information about the opponent’s hand and replace itself. After all,
Peek

Draw a card.
does the same thing at Instant speed, so what makes Probe so good? Well, this is a classic example of how much mana efficiency matters. Gitaxian Probe costs effectively zero mana. While it does cost two life to cast instead, this is a small price to pay for perfect information on your opponent’s hand. This is excellent for any combo deck that wants to know if the coast is clear.
Beyond the information it gives, playing a free card that goes to the graveyard holds value too. This card adds to Storm count, fuels Delve for cards like
Treasure Cruise

Draw three cards.
, triggers Prowess, and more. The opportunity cost to put Probe in your deck is extremely low, which is what makes the card so strong. Any deck can play it, even without access to blue mana. It’s possible this card is even too low on this list given its flexibility, but there’s a lot of competition for the top spots, so for now it sits at number 11.
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#10 Channel

Channel is a ridiculous card, especially when drawn early in the game. For only two green mana, you get the opportunity to pay any amount of life to get that much colorless mana for the rest of the turn. The only downside is that you don’t get colored mana, so you are restricted on the spells you are able to cast. However, when paired with a card like
Emrakul, the Aeons Torn

When you cast this spell, take an extra turn after this one.
Flying, protection from spells that are one or more colors, annihilator 6
When Emrakul is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
, winning the game is relatively trivial. Any colorless payoff is great, but cards like Emrakul that have a cast trigger in addition to being a massive must-answer threat often get the job done.
Of course, you still have access to any additional mana you have after casting Channel, so colored spells are still on the table. So long as you have the life to pay and big cards to cast, Channel is going to be great. Channel does take some effort to build around to maximize the card, and some of your payoffs can be weak if you don’t specifically draw Channel. This keeps the card from being higher on the list, but the upside it provides is so high that it deserves a spot here at number 10.
#9 Balance

Despite the name, Balance often does not create balanced board states. What makes the card so powerful is that you can pair the card with Artifact mana or Planeswalkers that are not affected. Imagine you are on the play. You play
Mox Pearl


Balance is quite easy to abuse in other ways too. Balance can wipe your opponent’s board of Creatures if you don’t have any and can force your opponent to sacrifice Lands if they ramped. The card is super powerful, but the fact that it improves dramatically on the play also can make the card relatively miserable to play against. It makes sense why it’s banned in Legacy, restricted in Vintage, and even banned in Commander.
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#6-8 Windfall, Timetwister, Wheel of Fortune



I’ve decided to group these cards together because they are all very similar. Wheel of Fortune forces all players to discard their hands and draw seven fresh cards. Timetwister does the same thing, except players shuffle their hand and graveyard into their library rather than simply discarding their hand. Windfall functions like Wheel of Fortune, except the number of cards each player draws is equal to the greatest number of cards discarded this way. Each of these cards are extremely strong.
Much like Balance, they get better on the play and work extremely well with Moxen. They’re great for Storm decks to not run out of gas, and they are easily abused with cards like
Hullbreacher

If an opponent would draw a card except the first one they draw in each of their draw steps, instead you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
or
Narset, Parter of Veils

−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
that make sure these cards are as one-sided as possible. Wheel is likely the best of the group, as cards going to the graveyard works best with cards like
Treasure Cruise

Draw three cards.
and
Yawgmoth’s Will

If a card would be put into your graveyard from anywhere this turn, exile that card instead.
. Windfall is a little less reliable if both players are lower on cards. Still, they are close enough in their play patterns to earn spots six through eight.
#5 Demonic Tutor

Demonic Tutor is an extremely iconic card and is also very powerful. For the low cost of two mana, you get to replace it in your hand with any card from your deck. This card is extremely flexible, but in powerful formats like Vintage, simply searching for
Ancestral Recall


For any combo decks, this card is great because it can find any missing piece. Demonic Tutor helps make Vintage decks more consistent, especially those either built around restricted cards or built around one specific card, like
Doomsday

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#4 Treasure Cruise

This card is super interesting as far as where it should be ranked. The card, while good in Pioneer, is not banworthy and only sees play in a few specific decks, like Izzet Phoenix. However, in Modern through Vintage, the card was an absolute powerhouse. Much like
Deathrite Shaman

{B}, {T}: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
{G}, {T}: Exile target creature card from a graveyard. You gain 2 life.
, a huge reason for this is the existence of Fetchlands. These Lands that both fix your mana and put cards in the graveyard make Delve spells significantly more reliable. The whole point of Cruise was that it was supposed to resemble Ancestral Recall but be much harder to cast. Paired with Fetchlands and cheap spells like Gitaxian Probe and
Mishra’s Bauble

Treasure Cruise is so powerful that even decks like Modern Burn would go out of their way to splash for the card when it was legal. In Vintage, Cruise even gets around
Mental Misstep

Counter target spell with mana value 1.
, which is a nice bonus. Subsequent copies of the card may be a bit harder to cast, but even resolving a single copy can put you pretty far ahead. Treasure Cruise not being top three on this list is more a testament to just how powerful the remaining cards are.
#3 Yawgmoth’s Will

Yawgmoth’s Will is the ultimate Storm card. For three mana, you get to play any number of cards from your graveyard. In Vintage, the existence of Black Lotus makes casting Yawgmoth’s Will trivial, and from there you can cast the Black Lotus for free from the graveyard thanks to Yawgmoth’s Will and get the train rolling. Obviously, Will works great with cheap ways to produce extra mana, like Rituals, but even using Will as a value engine and recasting cards like Ancestral Recall is super strong.
Even in Legacy, where Black Lotus is banned, the card could still abuse
Lion’s Eye Diamond

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#2 Tinker

Speaking of cards that are way too easy to abuse, Tinker fits that bill quite nicely. Tinker does require a bit of setup, since you have to pay three mana and sacrifice an Artifact as part of the cost. So, what makes the card so powerful? Well, Tinker acts as an Artifact tutor, but unlike Demonic Tutor, the card goes directly into play instead of into your hand! There are tons of busted Artifacts to grab with Tinker. Creatures like
Blightsteel Colossus

If Blightsteel Colossus would be put into a graveyard from anywhere, reveal Blightsteel Colossus and shuffle it into its owner's library instead.
or
Sphinx of the Steel Wind


You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
{T}, Sacrifice ten nonland permanents: Each opponent loses 10 life.
can generate an absurd amount of value.
In Vintage, you can even use Tinker to grab either half of the
Time Vault

This artifact doesn't untap during your untap step.
If you would begin your turn while this artifact is tapped, you may skip that turn instead. If you do, untap this artifact.
{T}: Take an extra turn after this one.
plus
Manifold Key

{3}, {T}: Target creature can't be blocked this turn.
combo that allows you to take infinite turns once assembled. All Tinker asks of you is that you play good, cheap Artifacts in your deck. From there, if you play a couple payoffs, it’s quite easy to cast Tinker quickly and simply search for whatever win condition works best. Much like
Show and Tell

#1 Time Walk

Time Walk is the best of the best. Extra turn spells are abundant in MTG.
Temporal Trespass

Take an extra turn after this one. Exile Temporal Trespass.
still sees play in Pioneer today, and there was even a Standard deck built around
Part the Waterveil

Awaken 6—{6}{U}{U}{U} (If you cast this spell for {6}{U}{U}{U}, also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
years ago. Lots of extra turn spells have been printed since Time Walk, but Time Walk is in a class by itself. Even a card like
Time Warp

Extra turn spells are super easy to abuse. Whether you are utilizing the additional combat step to your advantage, activating Planeswalkers again, or simply utilizing the big mana advantage you get by untapping your lands, Time Walk does everything you could want. Time Walk, unlike most extra turn spells printed in the last few years, also does not exile itself. This means that you can cast it again with cards like
Snapcaster Mage

When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
or Yawgmoth’s Will. Unlike most cards on this list, there really is no setup cost for this card. At minimum, you get to draw an extra card and make an extra land drop, but the upside is much higher than that. This iconic Sorcery still tops the charts to this day and rounds out our list of the best Sorceries of all time.
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