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17 May 2024: Card library updated.

Everything Comes to Dust

7WWW · Sorcery

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Exile all creatures except those that share a creature type with a creature that convoked this spell, all artifacts, and all enchantments.

Similar cards

Color identity:
NameManaTypeText
Sunshot Militia 1RCreature — Human Soldier Tap two untapped artifacts and/or creatures you control: Sunshot Militia deals 1 damage to each opponent. Activate only as a sorcery. 1/3
Get the Point 3BRInstant Destroy target creature. Scry 1.
Dryad's Caress 4GGInstant You gain 1 life for each creature on the battlefield. If {W} was spent to cast this spell, untap all creatures you control.
Blot Out 2BInstant Target opponent exiles a creature or planeswalker they control with the greatest mana value among creatures and planeswalkers they control.
Contagion 3BBInstant You may pay 1 life and exile a black card from your hand rather than pay this spell's mana cost. Distribute two -2/-1 counters among one or two target creatures.
Genesis of the Daleks 4BBEnchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 3/3 black Dalek artifact creature token with menace for each lore counter on Genesis of the Daleks. IV — Target opponent faces a villainous choice — Destroy all Dalek creatures and each of your opponents loses life equal to the total power of Daleks that died this turn, or destroy all non-Dalek creatures.
Nourishing Shoal XGGInstant — Arcane You may exile a green card with mana value X from your hand rather than pay this spell's mana cost. You gain X life.
Sword of Forge and Frontier 3Artifact — Equipment Equipped creature gets +2/+2 and has protection from red and from green. Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn. Equip {2}
Warmth 1WEnchantment Whenever an opponent casts a red spell, you gain 2 life.
Asceticism 3GGEnchantment Creatures you control have hexproof. {1}{G}: Regenerate target creature. (The next time it would be destroyed, instead tap it, remove it from combat, and heal all damage on it.)
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