M:tG card similarity search
4G · Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
Name | Mana | Type | Text |
---|---|---|---|
Drill Bit | 2B | Sorcery | Spectacle {B} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Target player reveals their hand. You choose a nonland card from it. That player discards that card. |
Coming Attraction | 2G | Sorcery | Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) |
Serra's Emissary | 4WWW | Creature — Angel | Flying As Serra's Emissary enters the battlefield, choose a card type. You and creatures you control have protection from the chosen card type. 7/7 |
Gerrymandering | 2G | Sorcery | Exile all lands. Give each player a number of those cards chosen at random equal to the number of those cards the player controlled. Each player returns those cards to the battlefield under their control. |
Soldevi Excavations | Land | If Soldevi Excavations would enter the battlefield, sacrifice an untapped Island instead. If you do, put Soldevi Excavations onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add {C}{U}. {1}, {T}: Scry 1. | |
Sedris, the Traitor King | 3UBR | Legendary Creature — Zombie Warrior | Each creature card in your graveyard has unearth {2}{B}. ({2}{B}: Return the card to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) 5/5 |
Riveteers Confluence | 2BRG | Sorcery | Choose three. You may choose the same mode more than once. • You draw a card and you lose 1 life. • Riveteers Confluence deals 1 damage to each creature and planeswalker you don't control. • You may put a land card from your hand or graveyard onto the battlefield tapped. |
Celestial Judgment | 4WW | Sorcery | For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way. |
Frontier Guide | 1G | Creature — Elf Scout | {3}{G}, {T}: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. 1/1 |
Lost Auramancers | 2WW | Creature — Human Wizard | Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Lost Auramancers dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle. 3/3 |