Uncommon Spells or Uncommon Spell Cards in Magic Legends is one of the rarity types for a spell or spell card. Uncommon 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 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 Uncommon Spells or Uncommon 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 Uncommon Spells
Uncommon Spells Comparison Table
Click the header to sort the table.
Name |
Effect/s |
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Creature - 2/2 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 - 1/1 Human Soldier Crusader of Odric gains +1/+1 for every other creature you control. |
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Creature - 3/2 Spirit On Death: You and your creatures you control gain 2311 shield for 10 seconds. Activated Ability : Sacrifice Faithful Geist. |
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Creature - 5/4 Angel On Summon: Deals 942 damage to nearby foes. |
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Sorcery Exile foes at target location for 5.0 seconds. |
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Sorcery Create three spirit wells. Whenever a player comes in contact with a spirit well, it is consumed and heals that player for 1046. If kicked, create five spirit wells instead. |
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Sorcery - Condition Charge forward, deal 2953 damage, and Taunt foes in front of you for 10 seconds. |
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Sorcery You and your creatures you control gain 3851 shield for 10 seconds. |
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Sorcery Deal 4578 damage to foes in front of you. Critical: Deals 100% additional damage to foes affected by control effects. |
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Sorcery Deal 7382 damage to foes in the area. |
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Enchantment For 30 seconds, whenever you cast a sorcery, heal yourself and creatures you control for 968. |
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Creature - 3/3 Homarid Warrior Activated Ability: Homarid Warrior gains +X/+0, where X is its toughness, for 8 seconds. |
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Creature - 2/2 Human Wizard Sorceries you cast cost 25% less mana. |
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Creature - 0/2 Camarid Summon five 0/2 Camarid Eggs. Special Ability: Sacrifice a random Camarid Egg and create a 1/1 melee Camarid. |
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Creature - 3/2 Human Wizard Whenever you draw one or more spells, Academy Wizard summons a 1/1 ranged Illusion (up to a max of 3). |
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Creature - 2/5 Homarid Shaman Activated Ability: Draw a Spell. |
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Sorcery - Condition Create a hazard at target location for 6.0 seconds. Foes in the hazard have Greater Slow and Greater Snare. Allied creatures in the hazard have Greater Haste and Greater Swiftness. |
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Sorcery - Control You gain 5813 shield for 5 seconds. While the shield is active, Stun foes that damage you for 4 seconds. If any shield remains when this spell ends, deal 4169 damage and Stun nearby foes for 4 seconds. |
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Sorcery - Condition Charge forward and create a hazard that deals 4362 damage to foes inside it over 5 seconds. Foes in the hazard slide forward and have Lesser Snare. |
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Sorcery Create a moving hazard in front of you that deals 3,911 damage to foes inside it over 5 seconds. Foes in the hazard are pulled with the tornado. |
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Sorcery - Condition Create a hazard at target location that deals 6,783 damage to foes inside it for 10 seconds. Foes in the hazard have Greater Weakness. |
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Enchantment For 30 seconds, creatures you control gain +0/+3 as long as you have three more spells in hand. |
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Creature - 2/1 Human On Death: Gain |
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Creature - 2/2 Shade Activated Ability : Drifting Shade gets +2/+2 for 15 seconds. |
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Creature - 4/2 Zombie Boar Whenever a creature you control dies, this creature gains +1/+1 for 10 seconds. On Summon: Sacrifice the creature you control with the lowest combined power and toughness. Special Ability: Deal 628 damage to foes in front of it. |
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Creature - 5/6 Thrull Special Ability: Pull target foe toward itself. Activated Ability : Sacrifice the Voracius Thrull. Deal 1570 damage to foes near the Voracius Trhull. |
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Sorcery For 8.0 seconds, your creature with the highest toughness gets Regenerate Lifelink, and +4/-2. |
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Sorcery Resurrect the dead creature you control with the highest combined power and toughness at 50% of its maximum health. If you control no dead creatures, create three 1/1 Skeleton creature tokens instead. |
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Sorcery - Damage Over Time Deal 2398 damage, 2518 damage over 5 seconds, and apply Lesser Vulnerability to foes in a cone. |
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Sorcery Create a hazard at a target location that deals 3,815 damage to foes inside over 10 seconds. Sacrifice the creature you control with the lowest combined power and toughness, and if you do, this spell deals 2543 additional damage instantly. |
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Sorcery - Damage Over Time Deal 3128 damage over 10 seconds to foes at target location. Heal yourself for 4021 over 10 seconds as long as one or more foes are affected, plus an additional amount for each foe affected, up to 50% additional healing. |
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Sorcery - Condition Create a hazard at target location that deals 224 damage to a random target four times per second for 12 seconds. Foes in the hazard have Lesser Weakness. |
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Sorcery Create a hazard at target location that deals 7994 damage to foes that in the area over 5 seconds. Critical: Deal 50% additional damage to foes with 50% or less health |
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Enchantment For 30 seconds, your creature gains +2/-1. |
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Creature - 1/2 Human Wizard Whenever you cast a sorcery, this creature gains +1/+0 for 10 seconds. |
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Creature - 6/1 Elemental On Summon: Deal 628 damage and Stun nearby foes for 1 second. Special Ability: Teleport to a foe, deal 628 damage and Stun nearby foes for 1 second. |
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Creature - 3/3 Goblin Other creatures you control gain +1/+0. Goblines you control also gain Greater Swiftness. |
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Creature - 6/4 Elemental If no foes are near Magma Colossus, it attacks from range. Whenever Magma Colossus attacks from range, it gains Trample. |
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Sorcery - Condition Taunt nearby foes in for 8.0 seconds. For 8.0 seconds, whenever you damage a foe with your Primary attack, that foe will take additional damage equal to 50% of the damage dealt. |
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Sorcery Deal 1669 damage to foes in a cone and pull them to your location. |
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Sorcery - Control Edition Take control of target foe for 8.0 seconds to 15.0 seconds That target gains Greater Haste and Greater Swiftness while under this spell's effect. |
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Sorcery Deal 3634 damage to foes in a line. Critical: Deal 10% additional damage to foes at full health. |
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Sorcery Deal 6547 damage to foes in a cone and repel yourself backwards. |
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Sorcery Create a hazard at target location that deals 6104 damage to foes inside it over 10 seconds. |
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Enchantment For 30 seconds, whenever a creature you control dies, that creature deals 200% of its damage to nearby foes. |
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Creature - 2/2 Human Werewolf If kicked, gain +2/+2, Trample, and Transform. Special Ability: Deal 314 damage to foes in a cone. If Transformed, charge to a foe and deal 628 damage to foes in front of it instead. |
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Creature - 2/1 Elf Archer Whenever an Archer you control deals damage to a foe, that creature applies Greater Snare to the target for 5 seconds. |
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Creature - 2/2 Wolf Summon X: (For spells with an in their cost, press and hold to spend more mana.) |
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Creature - 3/5 Lizard Special Ability: Deal 628 damage, Taunt, and applyLesser Weakness to nearby foes for 10 seconds. Activated Ability : Deal 628 damage and Taunt target foe for 10 seconds. |
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Creature - 0/4 Spider Creates a 1/2 Spider creature token for 30 seconds every 2 seconds, up to a maximum of 5 at a time. Cannot move or attack. |
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Sorcery The creature you control with the highest power deals 200% of its damage and Taunts foes at near target foe for 10 seconds. If you control no creatures, deal 1875 damage to foes near target foe instead. |
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Sorcery You gain 20% of your maximum health in shield for 8.0 seconds, plus an additional 3% for each point of toughness your highest toughness creature has, up to a maximum total of 50%. |
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Sorcery For 10 seconds, your strongest creature gains +0/+3 Heal that creature for 2076, and it Taunts nearby enemies for 10 seconds. If you control no creatures, gain Lesser Resistance for 10 seconds instead. |
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Sorcery For 8.0 seconds, up to three allied creatures at target location gain +6/+6, divided evenly among the number of creatures affected. |
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Sorcery - Control Root foes at target location, them create a hazard at that location that deals 9660 damage to foes inside it over 5 seconds. |
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Enchantment For 30 seconds, whenever you cast a creature spell that costs 5 mana or more, gain 1 mana. |