M:tG card similarity search
1RR · Enchantment — Case
When this Case enters the battlefield, it deals 3 damage to target creature an opponent controls. To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
Name | Mana | Type | Text |
---|---|---|---|
Needle Drop | R | Instant | Needle Drop deals 1 damage to any target that was dealt damage this turn. Draw a card. |
Sundering Stroke | 6R | Sorcery | Sundering Stroke deals 7 damage divided as you choose among one, two, or three targets. If at least seven red mana was spent to cast this spell, instead Sundering Stroke deals 7 damage to each of those permanents and/or players. |
Portent | U | Sorcery | Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle. Draw a card at the beginning of the next turn's upkeep. |
Ral, Caller of Storms | 4UR | Legendary Planeswalker — Ral | [+1]: Draw a card. [−2]: Ral, Caller of Storms deals 3 damage divided as you choose among one, two, or three targets. [−7]: Draw seven cards. Ral, Caller of Storms deals 7 damage to each creature your opponents control. Loyalty 4 |
Slaying Fire | 2R | Instant | Slaying Fire deals 3 damage to any target. Adamant — If at least three red mana was spent to cast this spell, it deals 4 damage instead. |
The Temporal Anchor | 3UUU | Legendary Artifact | At the beginning of your upkeep, scry 2. Whenever you choose to put one or more cards on the bottom of your library while scrying, exile that many cards from the bottom of your library. During your turn, you may play cards exiled with The Temporal Anchor. |
Precognition Field | 3U | Enchantment | You may look at the top card of your library any time. You may cast instant and sorcery spells from the top of your library. {3}: Exile the top card of your library. |
Dream Cache | 2U | Sorcery | Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library. |
Case of the Lost Witness | 1U | Enchantment — Case | When this Case enters the battlefield, conjure four cards named Fblthp, the Lost into your library, then shuffle. Draw a card. To solve — You control a legendary Homunculus. Solved — You may look at the top card of your library any time and you may play lands and cast spells from the top of your library. |
Fire Imp | 2R | Creature — Imp | When Fire Imp enters the battlefield, it deals 2 damage to target creature. 2/1 |