Card Codex

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17 May 2024: Card library updated.

Evanescent Intellect

U · Enchantment — Aura

Enchant creature Enchanted creature has "{1}{U}, {T}: Target player mills three cards."

Similar cards

Color identity:
NameManaTypeText
Act on Impulse 2RSorcery Exile the top three cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
Skaab Wrangler 1UCreature — Human Wizard Tap three untapped creatures you control: Tap target creature. 2/1
Ingenious Mastery X2USorcery You may pay {2}{U} rather than pay this spell's mana cost. If the {2}{U} cost was paid, you draw three cards, then an opponent creates two Treasure tokens and they scry 2. If that cost wasn't paid, you draw X cards.
Timber Paladin 1GArtifact Creature — Knight As long as Timber Paladin is enchanted by exactly one Aura, it has base power and toughness 3/3. As long as Timber Paladin is enchanted by exactly two Auras, it has base power and toughness 5/5 and vigilance. As long as Timber Paladin is enchanted by three or more Auras, it has base power and toughness 10/10, vigilance, and trample. 1/1
Trench Stalker 4BCreature — Beast Horror As long as you've drawn two or more cards this turn, Trench Stalker has deathtouch and lifelink. 4/5
Invasion of Shandalar 3GGBattle — Siege (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Shandalar enters the battlefield, return up to three target permanent cards from your graveyard to your hand.
Guardian's Magemark 2WEnchantment — Aura Flash Enchant creature Creatures you control that are enchanted get +1/+1.
Memory Theft 2BSorcery Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. You may put a card that has an Adventure that player owns from exile into that player's graveyard.
Rootwater Matriarch 2UUCreature — Merfolk {T}: Gain control of target creature for as long as that creature is enchanted. 2/3
Fountain Watch 3WWCreature — Human Cleric Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.) 2/4
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