M:tG card similarity search
2R · Enchantment
When Arterial Alchemy enters the battlefield, create a Blood token for each opponent you have. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this artifact: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.
| Name | Mana | Type | Text |
|---|---|---|---|
| Hunt for Specimens | 1B | Sorcery | Create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life." Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.) |
| Sphinx of the Second Sun | 6UU | Creature — Sphinx | Flying At the beginning of your postcombat main phase, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.) 6/6 |
| Chaos Defiler | 3BR | Artifact Creature — Demon Construct | Trample Battle Cannon — When Chaos Defiler enters the battlefield or dies, for each opponent, choose a nonland permanent that player controls. Destroy one of them chosen at random. 5/4 |
| Tribal Flames | 1R | Sorcery | Domain — Tribal Flames deals X damage to any target, where X is the number of basic land types among lands you control. |
| Wyluli Wolf | 1G | Creature — Wolf | {T}: Target creature gets +1/+1 until end of turn. 1/1 |
| Aegis of the Heavens | 1W | Instant | Target creature gets +1/+7 until end of turn. |
| Antagonize | 1R | Instant | Target creature gets +4/+3 until end of turn. |
| Brute Force | R | Instant | Target creature gets +3/+3 until end of turn. |
| Bull Rush | R | Instant | Target creature gets +2/+0 until end of turn. |
| Captive Flame | 2R | Enchantment | {R}: Target creature gets +1/+0 until end of turn. |