M:tG card similarity search
1U · Instant
Return target creature to its owner's hand, then roll a six-sided die. If the result is 3 or less, scry a number of cards equal to the result.
Name | Mana | Type | Text |
---|---|---|---|
Meishin, the Mind Cage | 4UUU | Legendary Enchantment | All creatures get -X/-0, where X is the number of cards in your hand. |
Burning Sands | 3RR | Enchantment | Whenever a creature dies, that creature's controller sacrifices a land. |
Transmogrant's Crown | 2 | Artifact — Equipment | Equipped creature gets +2/+0. Whenever equipped creature dies, draw a card. Equip {2} or {B} |
Abduction | 2UU | Enchantment — Aura | Enchant creature When Abduction enters the battlefield, untap enchanted creature. You control enchanted creature. When enchanted creature dies, return that card to the battlefield under its owner's control. |
Haunting Apparition | 1UB | Creature — Spirit | Flying As Haunting Apparition enters the battlefield, choose an opponent. Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard. 1+*/2 |
War Room | Land | {T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card. | |
Sifter Wurm | 5GG | Creature — Wurm | Trample When Sifter Wurm enters the battlefield, scry 3, then reveal the top card of your library. You gain life equal to that card's mana value. 7/7 |
Salvage Scout | W | Creature — Human Scout | {W}, Sacrifice Salvage Scout: Return target artifact card from your graveyard to your hand. 1/1 |
Protective Parents | 2W | Creature — Human Peasant | When Protective Parents dies, create a Young Hero Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.") 3/2 |
GO TO JAIL | W | Enchantment | When GO TO JAIL enters the battlefield, exile target creature an opponent controls until GO TO JAIL leaves the battlefield. At the beginning of the upkeep of the exiled card's owner, that player rolls two six-sided dice. If they roll doubles, sacrifice GO TO JAIL. |