M:tG card similarity search
2G · Enchantment
{B}: Mill a card. Delirium — At the beginning of your end step, if there are four or more card types among cards in your graveyard, transform Autumnal Gloom.
Name | Mana | Type | Text |
---|---|---|---|
Glimpse the Unthinkable | UB | Sorcery | Target player mills ten cards. |
Gisa and Geralf | 2UB | Legendary Creature — Human Wizard | When Gisa and Geralf enters the battlefield, mill four cards. Once during each of your turns, you may cast a Zombie creature spell from your graveyard. 4/4 |
Unholy Fiend | Creature — Horror | At the beginning of your end step, you lose 1 life. 3/3 | |
Avaricious Dragon | 2RR | Creature — Dragon | Flying At the beginning of your draw step, draw an additional card. At the beginning of your end step, discard your hand. 4/4 |
Stenn, Paranoid Partisan | WU | Legendary Creature — Human Wizard | As Stenn, Paranoid Partisan enters the battlefield, choose a card type other than creature or land. Spells you cast of the chosen type cost {1} less to cast. {1}{W}{U}: Exile Stenn. Return it to the battlefield under its owner's control at the beginning of the next end step. 2/2 |
Tolarian Serpent | 5UU | Creature — Serpent | At the beginning of your upkeep, mill seven cards. 7/7 |
Maddening Cacophony | 1U | Sorcery | Kicker {3}{U} Each opponent mills eight cards. If this spell was kicked, instead each opponent mills half their library, rounded up. |
Discordant Spirit | 2BR | Creature — Spirit | At the beginning of each end step, if it's an opponent's turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you this turn. At the beginning of your end step, remove all +1/+1 counters from Discordant Spirit. 2/2 |
Aminatou's Augury | 6UU | Sorcery | Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost. |
Wandering Troubadour | 3G | Creature — Dragon Bard | At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.) 4/2 |