Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Aura Blast

1W · Instant

Destroy target enchantment. Draw a card.

Similar cards

Color identity:
NameManaTypeText
Tovolar, Dire Overlord 1RGLegendary Creature — Human Werewolf Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control. Daybound 3/3
Silverpelt Werewolf Creature — Werewolf Whenever Silverpelt Werewolf deals combat damage to a player, draw a card. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Silverpelt Werewolf. 4/5
Hatching Plans 1UEnchantment When Hatching Plans is put into a graveyard from the battlefield, draw three cards.
Diminishing Returns 2UUSorcery Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.
Zephid's Embrace 2UUEnchantment — Aura Enchant creature Enchanted creature gets +2/+2 and has flying and shroud. (It can't be the target of spells or abilities.)
Dragon's Hoard 3Artifact Whenever a Dragon enters the battlefield under your control, put a gold counter on Dragon's Hoard. {T}, Remove a gold counter from Dragon's Hoard: Draw a card. {T}: Add one mana of any color.
One Ring to Rule Them All 2BBEnchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The Ring tempts you, then each player mills cards equal to your Ring-bearer's power. II — Destroy all nonlegendary creatures. III — Each opponent loses 1 life for each creature card in that player's graveyard.
Curse of the Nightly Hunt 2REnchantment — Aura Curse Enchant player Creatures enchanted player controls attack each combat if able.
Vastwood Zendikon 4GEnchantment — Aura Enchant land Enchanted land is a 6/4 green Elemental creature. It's still a land. When enchanted land dies, return that card to its owner's hand.
Knight of the Holy Nimbus WWCreature — Human Rebel Knight Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) If Knight of the Holy Nimbus would be destroyed, regenerate it. (Tap it, remove it from combat, and heal all damage on it.) {2}: Knight of the Holy Nimbus can't be regenerated this turn. Only your opponents may activate this ability. 2/2
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