M:tG card similarity search
1R · Enchantment — Aura
Enchant land you control Enchanted land is a 3/3 red Spirit creature with haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Crackling Emergence and that land gains indestructible until end of turn.
Name | Mana | Type | Text |
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Sasaya's Essence | Legendary Enchantment | Whenever a land you control is tapped for mana, add an additional one mana of any type that land produced for each other land you control with the same name as it. | |
Coalition Victory | 3WUBRG | Sorcery | You win the game if you control a land of each basic land type and a creature of each color. |
Hall of Storm Giants | Land | If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped. {T}: Add {U}. {5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) | |
Goblin Caves | 1RR | Enchantment — Aura | Enchant land As long as enchanted land is a basic Mountain, Goblin creatures get +0/+2. |
Aggressive Mining | 3R | Enchantment | You can't play lands. Sacrifice a land: Draw two cards. Activate only once each turn. |
A-Circle of the Land Druid | 1G | Creature — Gnome Druid | When Circle of the Land Druid enters the battlefield, you may mill four cards. (You may put the top four cards of your library into your graveyard.) Natural Recovery — When Circle of the Land Druid dies, return target land card from your graveyard to your hand. 2/1 |
Titania, Voice of Gaea | 1GG | Legendary Creature — Elemental | Reach Whenever one or more land cards are put into your graveyard from anywhere, you gain 2 life. At the beginning of your upkeep, if there are four or more land cards in your graveyard and you both own and control Titania, Voice of Gaea and a land named Argoth, Sanctum of Nature, exile them, then meld them into Titania, Gaea Incarnate. 3/4 |
Foul Spirit | 2B | Creature — Spirit | Flying When Foul Spirit enters the battlefield, sacrifice a land. 3/2 |
Fall of the Thran | 5W | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy all lands. II, III — Each player returns two land cards from their graveyard to the battlefield. |
Exotic Curse | 2B | Enchantment — Aura | Enchant creature Domain — Enchanted creature gets -1/-1 for each basic land type among lands you control. |