Common Spells or Common Spell Cards in Magic Legends is one of the rarity types for a spell or spell card. Common Spells consist of various spell cards such as Enchantment Spells, Sorcery Spells, and Creature Spells and are tied to various colors of Mana such as Blue, Green, Red, White, and Black. Each color of mana resonates well with certain Planeswalkers but players can mix and equip different colors of spell cards to their deck to build the ultimate set. This page covers a list of all the Common Spells or Common Spell Cards found in Magic: Legends.
Upgrading Spells
There are certain materials that are used to upgrade the level or potency of the player's spells, and those materials are identified as Aether and Spell Shards. Spell Shards are fragments of a card wherein you can increase the level of the card if you've collected enough shards. Spell Shards are obtained as loot wherein it can be given as a reward for completing certain quests or dropped by enemies or bosses.
Aether, on the other hand, can be obtained by collecting Unrefined Aether from completing Overworld Activities and Missions, or Battlepass rewards which then are automatically refined into Aether. Alternatively, you can also convert ZEN, a paid currency into Refined Aether. Each account has a daily Aether Refinement cap of 50,000, and a maximum Aether storage cap of 2,000,000.
Mana Color Specialization
Listed below are the various colors of mana that have their own specialization:
- White: Healing, Control, Protection, Retribution.
- Blue: Control, Efficiency, Manipulation, Defensive Creatures.
- Green: Healing, Mana Ramping, Buffing Creatures, Strong Creatures.
- Red: Damage, Aggression, Offensive Creatures, Enter the Battlefield Effects.
- Black: Life Drain, Raising the Dead, Sacrifice for Gain, Single Target Damage.
Spell Deck
Players are given the freedom to build their deck of cards which includes various abilities such as summoning, magical attacks, and defensive or supportive effects. Players can choose and mix up to two colors of up to 12 cards which gives freedom of customization that can cater to a person's preferred playstyle or create various tactics and roles if you are in a team.
Magic Legends All Common Spells
Common Spells Comparison Table
Click the header to sort the table.
Name |
Effect/s |
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Creature - 2/2 Cat If kicked, you heal for 2,491. Special Ability: Teleport to a foe. If kicked, you heal for 2491. |
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Creature - 1/4 Human Soldier On Summon: Stun foes at target location for 4 seconds. Special Ability: Deal 314 damage to a foe and Stun it for 2 seconds. |
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Creature - 3/3 Human Knight Special Ability: Charge forward and deal 628 damage to foes in a line. |
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Creature - 1/1 Human Archer Summon 3 Benalish Archers. |
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Creature - 4/5 Griffin Special Ability: Deal 628 damage and knock back foes in front of it, then repel backwards. |
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Sorcery - Condition Deal 997 damage and Taunt nearby foes for 10 seconds. |
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Sorcery - Control Deal 3544 damage and Stun foes at target location for 4 seconds. |
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Sorcery For 5 seconds, heal yourself and nearby allies for 2906 every second. |
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Sorcery - Control Deal 3256 damage and Stun foes in a line for 4 seconds. |
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Sorcery Heal yourself and creatures you control for 2906. Teleport creatures you control to your location. |
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Sorcery Deal 3977 damage to foes in a cone Critical: Deal 100% additional damage if you have 50% or less health. |
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Sorcery Deal 2782 damage to nearby foes. Heal yourself and nearby allies for 2908. |
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Enchantment For 30 seconds, you have 50% Reflect. |
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Creature - 3/1 Merfolk Hexproof (Can't be directly targeted by foes.) |
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Creature - 1/3 Drake On Summon: Draw a spell. |
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Creature - 3/1 Zombie Drake On Death: Draw a spell. |
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Creature - 1/2 Illusion Soldiers Summon 3 illusions. |
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Creature - 4/4 Elemental On Summon: Pulls nearby foes toward itself and briefly knocks them down. |
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Sorcery - Condition For 10.0 seconds, your creature with the lowest percentage health gains +0/+3 and Hexproof Additionally, if this target has 50% or less of its maximum health, draw a spell. |
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Sorcery - Control Deal 863 damage and pull enemies to target enemy or location and Root them for 2.0 seconds. |
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Sorcery - Control Disorient nearby foes for 8 seconds, and then teleport to target location, and then deal 2,879 damage to nearby foes. Critical: Deals 100% additional damage to foes affected by a Control effect. |
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Sorcery Deal 9,999 damage to foes in a line. Critical: Deal 50% additional damage to foes affected by a control effect. Draw a spell. |
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Sorcery - Control Disorient foes at a target location for 8.0 seconds. |
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Sorcery Draw 3 spells. 40% chance to draw an additional spell. |
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Sorcery - Control Deal 4070 damage to foes in a line and Stun foes in a line for 4 seconds. |
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Sorcery - Condition Deal 3575 damage to foes in front of you and create a hazard for 10 seconds. Foes in the hazard have Lesser Snare. |
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Creature - 2/2 Skeleton |
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Creature - 3/1 Skeleton Activated Ability : Bone-Tip Archer gains Regenerate |
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Creature - 2/2 Human Cleric Special Ability: Create a hazard at target location that deals 628 damage to foes inside over 6 seconds. |
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Creature - 4/2 Wraith Special Ability: Deal 628 damage over 10 seconds and apply Lesser Vulnerability to foes in a line. |
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Creature - 2/2 Zombie Summon 3 Scathe Zombies |
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Creature - 4/3 Human Knight Special Ability: Charge forward and deal 471 damage twice, followed by 628 damage to nearby foes. |
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Sorcery Deal 2812 damage to foes in a cone. Critical: Deal 100% additional damage to foes with 50% or less health. |
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Sorcery Deal 3878 damage to target foe, and heal for 3878. |
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Sorcery - Condition Deal 1526 damage to foes in a line, then create a hazard that deals 2289 damage to foes inside it over 10 seconds. Foes in the hazard have Lesser Snare. |
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Sorcery Deal 7267 damage to a foe at target location. |
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Sorcery - Control Root target foe for 2 seconds and deal 628 damage four times in a cross, centered on that target. |
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Enchantment For 30 seconds, your creature with the highest power has Lifelink. |
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Creature - 2/2 Goblin Special Ability: Create a hazard at target location that deals 942 damage to foes inside it over 5 seconds. On Death: Deal 942 damage to nearby foes. |
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Creature - 2/2 Kavu Whenever you cast a sorcery, Juvenile Kavu deals 314 damage and 157 damage over 10 seconds to foes in a random area. |
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Creature - 4/2 Kavu Special Ability: Deal 942 damage to foes in a line. |
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Creature - 3/5 Elemental On Summon: Taunt foes for 5 seconds. Special Ability: Deal 628 damage to foes in front of it. |
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Creature - 2/1 Elemental Summon 3 On Death: Deal 628 damage to nearby enemies. |
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Sorcery Deal 2215 damage to foes at target location. |
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Sorcery Deal 3750 damage to foes in a line. |
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Sorcery Charge to target foe and deal 10595 damage to it. Critical: Deal 100% additional damage to target foe if it is affected by a damage over time effect. |
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Sorcery Deals 4070 damage to foes in a line. |
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Sorcery - Damage Over Time Deal 3052 damage and 1119 damage over 10 seconds to nearby foes. |
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Sorcery - Damage Over Time Shield yourself for 4652 for 10 seconds. For 10 seconds, deal 3,026 damage over 10 seconds to nearby foes every second. |
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Sorcery Deal 3476 damage to foes in a cone. Critical: Deal 100% additional damage to foes affected by a damage over time effect. |
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Enchantment For 30 seconds, whenever you cast a Sorcery, create a 1/1 Goblin creature token for 30 seconds. |
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Creature - 1/1 Elf Archer Special Ability: Create a mana orb. (Whenever a player comes in contact with a mana orb, it restores a portion of their mana.) |
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Creature - 1/1 Saproling Summon 3, Kicker If this spell was kicked, summon 2 additional Saprolings. |
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Creature - 2/4 Spider Special Ability: Deal 628 damage over 3 seconds and Stun target foe. |
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Creature - 6/6 Beast On Summon: Deal 314 damage and knock down nearby foes. |
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Sorcery Create a hazard at target location for 8 seconds. Prevent all combat damage for allies and foes in the hazard. |
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Sorcery For 8.0 seconds, the creature you control with the highest combined power and toughness gains +3/+3. |
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Sorcery For 6.0 seconds, you have Greater Mana Regeneration. |
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Sorcery - Condition Create a hazard at target location that deals 2907 damage to foes inside it over 5 seconds. Foes in the hazard have Lesser Snare. |
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Sorcery Heal yourselves and nearby allies for 1453 and 1526 over 5 seconds. |
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Sorcery - Condition For 8.0 seconds, you have Lesser Swiftness, your Secondary and Utility ability recharges twice as fast, and you deal 50% additional damage with your Primary Ability. (Swiftness increases movement speed.) |
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Sorcery Create a hazard at target location that heals allies inside it for 6228 over 10 seconds. |
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Sorcery Create a hazard in a line in front of you that deals 8478 damage to foes inside it over 5 seconds. |
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Enchantment For 30 seconds, whenever you cast a creature spell, a creature you control with the highest power deals 200% of its damage to the strongest nearby foe. |