Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Dune Chanter

2G · Creature — Plant Druid

Reach Lands you control and land cards you own that aren't on the battlefield are Deserts in addition to their other types. Lands you control have "{T}: Add one mana of any color." {T}: Mill two cards. You gain 1 life for each land card milled this way. 2/3

Similar cards

Color identity:
NameManaTypeText
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Tempting Wurm 1GCreature — Wurm When Tempting Wurm enters the battlefield, each opponent may put any number of artifact, creature, enchantment, and/or land cards from their hand onto the battlefield. 5/5
Ravenous Gigamole 3BCreature — Mole Horror When Ravenous Gigamole enters the battlefield, mill three cards. You may put a creature card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on Ravenous Gigamole. (To mill a card, put the top card of your library into your graveyard.) 2/3
Ondu War Cleric 1WCreature — Human Cleric Ally Cohort — {T}, Tap an untapped Ally you control: You gain 2 life. 2/2
Into the Wilds 3GEnchantment At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
Cold Snap 2WEnchantment Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow lands they control.
Priest of Titania 1GCreature — Elf Druid {T}: Add {G} for each Elf on the battlefield. 1/1
Raiders' Karve 3Artifact — Vehicle Whenever Raiders' Karve attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.) 4/4
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
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