M:tG card similarity search
5UU · Legendary Creature — Sphinx
Flying As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way. Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield). 5/5
| Name | Mana | Type | Text |
|---|---|---|---|
| Arborea Pegasus | 3W | Creature — Pegasus | Flying When Arborea Pegasus enters the battlefield, target creature gets +1/+1 and gains flying until end of turn. 2/3 |
| Curse of Bounty | 1G | Enchantment — Aura Curse | Enchant player Whenever enchanted player is attacked, untap all nonland permanents you control. Each opponent attacking that player untaps all nonland permanents they control. |
| Prophecy | W | Sorcery | Reveal the top card of target opponent's library. If it's a land, you gain 1 life. Then that player shuffles. Draw a card at the beginning of the next turn's upkeep. |
| Case of the Lost Witness | 1U | Enchantment — Case | When this Case enters the battlefield, conjure four cards named Fblthp, the Lost into your library, then shuffle. Draw a card. To solve — You control a legendary Homunculus. Solved — You may look at the top card of your library any time and you may play lands and cast spells from the top of your library. |
| Thundermaw Hellkite | 3RR | Creature — Dragon | Flying Haste (This creature can attack and {T} as soon as it comes under your control.) When Thundermaw Hellkite enters the battlefield, it deals 1 damage to each creature with flying your opponents control. Tap those creatures. 5/5 |
| Jadelight Ranger | 1GG | Creature — Merfolk Scout Ranger | When Jadelight Ranger enters the battlefield, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.) 2/1 |
| Get Your Head in the Game | 2W | Enchantment | Flash When Get Your Head in the Game enters the battlefield, exile target nonland permanent until it (this card) leaves the battlefield, then touch it (this card) with your head. When it (this card) stops touching it (your head), sacrifice it (the card, not your head). |
| Blood-Toll Harpy | 2B | Creature — Harpy | Flying When Blood-Toll Harpy enters the battlefield, each player loses 1 life. 2/1 |
| Shard of the Nightbringer | 5BBB | Creature — C'tan | Flying Drain Life — When Shard of the Nightbringer enters the battlefield, if you cast it, target opponent loses half their life, rounded up. You gain life equal to the life lost this way. 8/8 |
| A-Emerald Dragon | 4GG | Creature — Dragon | Flying, ward {2} 4/4 |