Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Demogorgon's Clutches

2B · Sorcery

Target opponent discards two cards, mills two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)

Similar cards

Color identity:
NameManaTypeText
Faithless Salvaging 1RInstant Discard a card, then draw a card. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Succumb to the Cold 2UInstant Tap one or two target creatures an opponent controls. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Test of Endurance 2WWEnchantment At the beginning of your upkeep, if you have 50 or more life, you win the game.
Cleaver Skaab 3UCreature — Zombie Horror {3}, {T}, Sacrifice another Zombie: Create two tokens that are copies of the sacrificed creature. 2/4
Pulse of the Dross 1BBSorcery Target player reveals three cards from their hand and you choose one of them. That player discards that card. Then if that player has more cards in hand than you, return Pulse of the Dross to its owner's hand.
Benthicore 6UCreature — Elemental When Benthicore enters the battlefield, create two 1/1 blue Merfolk Wizard creature tokens. Tap two untapped Merfolk you control: Untap Benthicore. It gains shroud until end of turn. (It can't be the target of spells or abilities.) 5/5
Mutual Epiphany Phenomenon When you encounter Mutual Epiphany, each player draws four cards. (Then planeswalk away from this phenomenon.)
Courageous Resolve 2WInstant Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
Obsessive Astronomer 1RCreature — Human Wizard If it's neither day nor night, it becomes day as Obsessive Astronomer enters the battlefield. Whenever day becomes night or night becomes day, discard up to two cards, then draw that many cards. 2/2
Wind Sail 1USorcery One or two target creatures gain flying until end of turn.
Page 207