M:tG card similarity search
2BB · Sorcery
An opponent chooses one — • You draw three cards. • You destroy up to two target creatures that player controls. They can't be regenerated. That player draws up to three cards.
Name | Mana | Type | Text |
---|---|---|---|
Rushing-Tide Zubera | 2UU | Creature — Zubera Spirit | When Rushing-Tide Zubera dies, if 4 or more damage was dealt to it this turn, draw three cards. 3/3 |
Thirst for Discovery | 2U | Instant | Draw three cards. Then discard two cards unless you discard a basic land card. |
Petals of Insight | 4U | Sorcery — Arcane | Look at the top three cards of your library. You may put those cards on the bottom of your library in any order. If you do, return Petals of Insight to its owner's hand. Otherwise, draw three cards. |
Alabaster Potion | XWW | Instant | Choose one — • Target player gains X life. • Prevent the next X damage that would be dealt to any target this turn. |
Agent of Treachery | 5UU | Creature — Human Rogue | When Agent of Treachery enters the battlefield, gain control of target permanent. At the beginning of your end step, if you control three or more permanents you don't own, draw three cards. 2/3 |
Natural Selection | G | Instant | Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle. |
Plea for Power | 3U | Sorcery | Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards. |
Hostile Negotiations | 3B | Instant | Exile the top three cards of your library in a face-down pile, then exile the top three cards of your library in another face-down pile. Look at the cards in each pile, then turn a pile of your choice face up. An opponent chooses one of those piles. Put all cards in the chosen pile into your hand and the rest into your graveyard. You lose 3 life. |
Underworld Charger | 2B | Creature — Nightmare Horse | Underworld Charger can't block. Escape—{4}{B}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) Underworld Charger escapes with two +1/+1 counters on it. 3/3 |
Greater Good | 2GG | Enchantment | Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. |