M:tG card similarity search
2G · Enchantment
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
| Name | Mana | Type | Text |
|---|---|---|---|
| Thalakos Seer | UU | Creature — Thalakos Wizard | Shadow (This creature can block or be blocked by only creatures with shadow.) When Thalakos Seer leaves the battlefield, draw a card. 1/1 |
| Flumph | 1W | Creature — Jellyfish | Defender, flying Whenever Flumph is dealt damage, you and target opponent each draw a card. 0/4 |
| Citadel Siege | 2WW | Enchantment | As Citadel Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls. |
| Howling Golem | 3 | Artifact Creature — Golem | Whenever Howling Golem attacks or blocks, each player draws a card. 2/3 |
| Clear Shot | 2G | Instant | Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control. |
| The Grand Calcutron | WU | Legendary Artifact | The Grand Calcutron can be your commander. When The Grand Calcutron enters the battlefield, each player's hand becomes a program (an ordered row of revealed cards). Players can only play the first card of their program. If a card would be put into a player's hand from anywhere, that player reveals it and places it anywhere within their program instead. At the beginning of each player's end step, if that player's program has fewer than five cards, they draw cards equal to the difference. |
| Customs Depot | 1U | Enchantment | Whenever you cast a creature spell, you may pay {1}. If you do, draw a card, then discard a card. |
| Crimson Wisps | R | Instant | Target creature becomes red and gains haste until end of turn. Draw a card. |
| Protection Racket | 2B | Enchantment | At the beginning of your upkeep, repeat the following process for each opponent in turn order. Reveal the top card of your library. That player may pay life equal to that card's mana value. If they do, exile that card. Otherwise, put it into your hand. |
| Nature's Way | 1G | Sorcery | Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control. |