Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Eternal Isolation

1W · Sorcery

Put target creature with power 4 or greater on the bottom of its owner's library.

Similar cards

Color identity:
NameManaTypeText
Lurking Predators 4GGEnchantment Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.
Shadowheart, Dark Justiciar 3BLegendary Creature — Human Elf Cleric {1}{B}, {T}, Sacrifice another creature: Draw X cards, where X is that creature's power. Choose a Background (You can have a Background as a second commander.) 3/4
Jalira, Master Polymorphist 3ULegendary Creature — Human Wizard {2}{U}, {T}, Sacrifice another creature: Reveal cards from the top of your library until you reveal a nonlegendary creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. 2/2
Burn Together RSorcery — Adventure Target creature you control deals damage equal to its power to any other target. Then sacrifice it.
Crush Underfoot 1RTribal Instant — Giant Choose a Giant creature you control. It deals damage equal to its power to target creature.
Present Arms 2USorcery — Adventure Exchange your library with another deck you own from outside the game. Shuffle your library.
Might of the Old Ways 1GInstant Target creature gets +2/+2 until end of turn. Coven — Then if you control three or more creatures with different powers, draw a card.
Invert U/RInstant Switch the power and toughness of each of up to two target creatures until end of turn.
Farsight Ritual 2UUInstant Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Look at the top four cards of your library. If this spell was bargained, look at the top eight cards of your library instead. Put two of them into your hand and the rest on the bottom of your library in a random order.
Choose Your Weapon 2GInstant Choose one — • Two-Weapon Fighting — Double target creature's power and toughness until end of turn. • Archery — This spell deals 5 damage to target creature with flying.
Page 91