M:tG card similarity search
1G · Creature — Human Monk
{T}: You may put a land card from your hand onto the battlefield. If you control ten or more lands, flip Budoka Gardener. 2/1
Name | Mana | Type | Text |
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Genesis Storm | 4GG | Sorcery | When you cast this spell, copy it for each time you've cast your commander from the command zone this game. Reveal cards from the top of your library until you reveal a nonland permanent card. You may put that card onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield on the bottom of your library in a random order. |
Mana Web | 3 | Artifact | Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that could produce any type of mana that land could produce. |
Skyshroud Poacher | 2GG | Creature — Human Rebel | {3}, {T}: Search your library for an Elf permanent card, put it onto the battlefield, then shuffle. 2/2 |
Tales of the Ancestors | 3U | Sorcery | Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference. Foretell {1}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) |
Wrenn and Realmbreaker | 1GG | Legendary Planeswalker — Wrenn | Lands you control have "{T}: Add one mana of any color." [+1]: Up to one target land you control becomes a 3/3 Elemental creature with vigilance, hexproof, and haste until your next turn. It's still a land. [−2]: Mill three cards. You may put a permanent card from among the milled cards into your hand. [−7]: You get an emblem with "You may play lands and cast permanent spells from your graveyard." Loyalty 4 |
Snapping Creeper | 2G | Creature — Plant | Landfall — Whenever a land enters the battlefield under your control, Snapping Creeper gains vigilance until end of turn. 2/3 |
Swift Warkite | 4BR | Creature — Dragon | Flying When Swift Warkite enters the battlefield, you may put a creature card with mana value 3 or less from your hand or graveyard onto the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step. 4/4 |
Lost Auramancers | 2WW | Creature — Human Wizard | Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Lost Auramancers dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle. 3/3 |
Dream Thrush | 1U | Creature — Bird | Flying {T}: Target land becomes the basic land type of your choice until end of turn. 1/1 |
Life | G | Sorcery | All lands you control become 1/1 creatures until end of turn. They're still lands. |