M:tG card similarity search
2 · Artifact
When Alchemist's Vial enters the battlefield, draw a card. {1}, {T}, Sacrifice Alchemist's Vial: Target creature can't attack or block this turn.
Name | Mana | Type | Text |
---|---|---|---|
Sylvan Safekeeper | G | Creature — Human Wizard | Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.) 1/1 |
New Perspectives | 5U | Enchantment | When New Perspectives enters the battlefield, draw three cards. As long as you have seven or more cards in hand, you may pay {0} rather than pay cycling costs. |
Thought Scour | U | Instant | Target player mills two cards. Draw a card. |
Scavenger Folk | G | Creature — Human | {G}, {T}, Sacrifice Scavenger Folk: Destroy target artifact. 1/1 |
Wave of Terror | 2B | Enchantment | Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of your draw step, destroy each creature with mana value equal to the number of age counters on Wave of Terror. They can't be regenerated. |
Font of Mythos | 4 | Artifact | At the beginning of each player's draw step, that player draws two additional cards. |
Curse of Opulence | R | Enchantment — Aura Curse | Enchant player Whenever enchanted player is attacked, create a Gold token. Each opponent attacking that player does the same. (A Gold token is an artifact with "Sacrifice this artifact: Add one mana of any color.") |
Prismari Apprentice | UR | Creature — Human Shaman | Magecraft — Whenever you cast or copy an instant or sorcery spell, Prismari Apprentice can't be blocked this turn. If that spell has mana value 5 or greater, put a +1/+1 counter on Prismari Apprentice. 2/2 |
It That Gets Left Hanging | 5R | Creature — Elemental Horror | When It That Gets Left Hanging enters the battlefield, ask a person outside the game to high-five you. If they won't, It That Gets Left Hanging gains haste until end of turn. 5/4 |
Stand or Fall | 3R | Enchantment | At the beginning of combat on your turn, for each defending player, separate all creatures that player controls into two piles and that player chooses one. Only creatures in the chosen piles can block this turn. |