Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Bitterheart Witch

4B · Creature — Human Shaman

Deathtouch When Bitterheart Witch dies, you may search your library for a Curse card, put it onto the battlefield attached to target player, then shuffle. 1/2

Similar cards

Color identity:
NameManaTypeText
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Defender of Law 2WCreature — Human Knight Flash Protection from red 2/1
Shapeshifter's Marrow 2UUEnchantment At the beginning of each opponent's upkeep, that player reveals the top card of their library. If it's a creature card, the player puts the card into their graveyard and Shapeshifter's Marrow becomes a copy of that card. (If it does, it loses this ability.)
Pest Summoning 1B/GB/GSorcery — Lesson Create two 1/1 black and green Pest creature tokens with "When this creature dies, you gain 1 life."
Ashnod's Coupon 0Artifact {T}, Sacrifice Ashnod's Coupon: Target player gets you target drink. You pay any costs for the drink.
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Kokusho, the Evening Star 4BBLegendary Creature — Dragon Spirit Flying When Kokusho, the Evening Star dies, each opponent loses 5 life. You gain life equal to the life lost this way. 5/5
Mister Gutsy 2Artifact Creature — Robot Soldier Whenever you cast an Aura or Equipment spell, put a +1/+1 counter on Mister Gutsy. When Mister Gutsy dies, create X Junk tokens, where X is the number of +1/+1 counters on it. (They're artifacts with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") 1/1
Tajic, Legion's Valor 2RWLegendary Creature — Human Soldier Indestructible, haste At the beginning of combat on your turn, put a +1/+1 counter on Tajic, Legion's Valor. Then conjure a card with mana value equal to the number of +1/+1 counters on it from Tajic, Legion's Valor's spellbook onto the battlefield. It gains haste until end of turn and attacks this combat if able. 1/1
Elite Spellbinder 2WCreature — Human Cleric Flying When Elite Spellbinder enters the battlefield, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs {2} more to cast. 3/1
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