Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Cut a Deal

2W · Sorcery

Each opponent draws a card, then you draw a card for each opponent who drew a card this way.

Similar cards

Color identity:
NameManaTypeText
Lashknife Barrier 2WEnchantment When Lashknife Barrier enters the battlefield, draw a card. If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead.
Gollum, Scheming Guide 1BLegendary Creature — Halfling Horror Whenever Gollum, Scheming Guide attacks, look at the top two cards of your library, put them back in any order, then choose land or nonland. An opponent guesses whether the top card of your library is the chosen kind. Reveal that card. If they guessed right, remove Gollum from combat. Otherwise, you draw a card and Gollum can't be blocked this turn. 2/1
Valakut Awakening 2RInstant Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Doom Weaver 4BBCreature — Spider Horror Reach Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Doom Weaver is paired with another creature, each of those creatures has "When this creature dies, draw cards equal to its power." 1/8
Colossal Majesty 2GEnchantment At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
Historian's Wisdom 2GEnchantment — Aura Enchant artifact or creature When Historian's Wisdom enters the battlefield, if enchanted permanent is a creature with the greatest power among creatures on the battlefield, draw a card. As long as enchanted permanent is a creature, it gets +2/+1.
Sphinx of the Chimes 4UUCreature — Sphinx Flying Discard two nonland cards with the same name: Draw four cards. 5/6
Hakbal of the Surging Soul 2GULegendary Creature — Merfolk Scout At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.) Whenever Hakbal of the Surging Soul attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card. 3/3
Sire of the Storm 4UUCreature — Spirit Flying Whenever you cast a Spirit or Arcane spell, you may draw a card. 3/3
Touch of Death 2BSorcery Touch of Death deals 1 damage to target player or planeswalker. You gain 1 life. Draw a card at the beginning of the next turn's upkeep.
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