Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

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1G · Sorcery

You may play an additional land this turn. Draw a card.

Similar cards

Color identity:
NameManaTypeText
Symmetry Matrix 4Artifact Whenever a creature with power equal to its toughness enters the battlefield under your control, you may pay {1}. If you do, draw a card.
Teferi's Imp 2UCreature — Imp Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Whenever Teferi's Imp phases out, discard a card. Whenever Teferi's Imp phases in, draw a card. 1/1
Honden of Seeing Winds 4ULegendary Enchantment — Shrine At the beginning of your upkeep, draw a card for each Shrine you control.
Harrow 2GInstant As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Smuggler's Copter 2Artifact — Vehicle Flying Whenever Smuggler's Copter attacks or blocks, you may draw a card. If you do, discard a card. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) 3/3
Candlekeep Sage 2ULegendary Enchantment — Background Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
Riptide Director 2UUCreature — Human Wizard {2}{U}{U}, {T}: Draw a card for each Wizard you control. 2/3
Reset UUInstant Cast this spell only during an opponent's turn after their upkeep step. Untap all lands you control.
Flumph 1WCreature — Jellyfish Defender, flying Whenever Flumph is dealt damage, you and target opponent each draw a card. 0/4
Rogue's Gloves 2Artifact — Equipment Whenever equipped creature deals combat damage to a player, you may draw a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
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