M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Crimson Wisps | R | Instant | Target creature becomes red and gains haste until end of turn. Draw a card. |
Mysteries of the Deep | 4U | Instant | Draw two cards. Landfall — If you had a land enter the battlefield under your control this turn, draw three cards instead. |
Cavalry Master | 2WW | Creature — Human Knight | Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.) 3/3 |
Gale, Temporal Conduit | 3UU | Legendary Creature — Human Wizard | Whenever you cast an instant or sorcery spell, draw a card, then discard a card. 4/5 |
Ceremonial Guard | 2R | Creature — Human Soldier | When Ceremonial Guard attacks or blocks, destroy it at end of combat. 3/4 |
Chemister's Insight | 3U | Instant | Draw two cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.) |
Merfolk Seer | 2U | Creature — Merfolk Wizard | When Merfolk Seer dies, you may pay {1}{U}. If you do, draw a card. 2/2 |
Thundersong Trumpeter | RW | Creature — Human Soldier | {T}: Target creature can't attack or block this turn. 2/1 |
Grothama, All-Devouring | 3GG | Legendary Creature — Wurm | Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring." When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled. 10/8 |
Counsel of the Soratami | 2U | Sorcery | Draw two cards. |