M:tG card similarity search
3 · Tribal Artifact — Wizard Equipment
Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "{4}: Draw a card." Whenever a Wizard creature enters the battlefield, you may attach Diviner's Wand to it. Equip {3}
Name | Mana | Type | Text |
---|---|---|---|
Akki Ronin | 1R | Creature — Goblin Samurai | Whenever a Samurai or Warrior you control attacks alone, you may discard a card. If you do, draw a card. 1/3 |
Mapping the Maze | 1U | Instant | Choose an instant or sorcery card in your hand or graveyard. That card perpetually incorporates {U} and gains "When you cast this spell, draw a card." Then return a multicolored instant or sorcery card from your graveyard to your hand. |
Silvergill Adept | 1U | Creature — Merfolk Wizard | As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}. When Silvergill Adept enters the battlefield, draw a card. 2/1 |
Tegan Jovanka | 2W | Legendary Creature — Human | Brave Heart — Whenever you attack, target attacking historic creature gets +1/+1 and gains indestructible until end of turn. (Artifacts, legendaries, and Sagas are historic.) Doctor's companion (You can have two commanders if the other is the Doctor.) 2/2 |
Tovolar, the Midnight Scourge | Legendary Creature — Werewolf | Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. {X}{R}{G}: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn. Nightbound 4/4 | |
Pentarch Ward | 2W | Enchantment — Aura | Enchant creature As Pentarch Ward enters the battlefield, choose a color. When Pentarch Ward enters the battlefield, draw a card. Enchanted creature has protection from the chosen color. This effect doesn't remove Pentarch Ward. |
Sunscape Battlemage | 2W | Creature — Human Wizard | Kicker {1}{G} and/or {2}{U} (You may pay an additional {1}{G} and/or {2}{U} as you cast this spell.) When Sunscape Battlemage enters the battlefield, if it was kicked with its {1}{G} kicker, destroy target creature with flying. When Sunscape Battlemage enters the battlefield, if it was kicked with its {2}{U} kicker, draw two cards. 2/2 |
Melt Through | R | Instant | Melt Through deals 2 damage to any target. If it's a creature, it perpetually gains "As long as this creature is on the battlefield, damage isn't removed from it during cleanup steps." |
A-Goggles of Night | 1U | Artifact — Equipment | Whenever equipped creature deals combat damage to a player, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) |
Goggles of Night | 1U | Artifact — Equipment | Whenever equipped creature deals combat damage to a player, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) |