M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Covetous Urge | U/BU/BU/BU/B | Sorcery | Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. |
Psychic Intrusion | 3UB | Sorcery | Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. |
Splatter Goblin | 1B | Creature — Phyrexian Goblin | When Splatter Goblin dies, target creature an opponent controls gets -1/-1 until end of turn. 2/1 |
Gouged Zealot | 3R | Creature — Cyclops Berserker | Reach Delirium — Whenever Gouged Zealot attacks, if there are four or more card types among cards in your graveyard, Gouged Zealot deals 1 damage to each creature defending player controls. 4/3 |
Yarus, Roar of the Old Gods | 2RG | Legendary Creature — Centaur Druid | Other creatures you control have haste. Whenever one or more face-down creatures you control deal combat damage to a player, draw a card. Whenever a face-down creature you control dies, return it to the battlefield face down under its owner's control if it's a permanent card, then turn it face up. 4/4 |
Aurification | 2WW | Enchantment | Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types and has defender. (Those creatures can't attack.) When Aurification leaves the battlefield, remove all gold counters from all creatures. |
Goblin Diplomats | 1R | Creature — Goblin | {T}: Each creature attacks this turn if able. 2/1 |
Clan Guildmage | RG | Creature — Human Shaman | {1}{R}, {T}: Target creature can't block this turn. {2}{G}, {T}: Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. 2/2 |
Mobile Fort | 4 | Artifact Creature — Wall | Defender (This creature can't attack.) {3}: Mobile Fort gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate only once each turn. 0/6 |
Walking Wall | 4 | Artifact Creature — Wall | Defender {3}: Walking Wall gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate only once each turn. 0/6 |