M:tG card similarity search
RW · Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Fighter Class enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. {1}{R}{W}: Level 2 Equip abilities you activate cost {2} less to activate. {3}{R}{W}: Level 3 Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Name | Mana | Type | Text |
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Solve the Equation | 2U | Sorcery | Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle. |
Dwarven Recruiter | 2R | Creature — Dwarf | When Dwarven Recruiter enters the battlefield, search your library for any number of Dwarf cards, reveal them, then shuffle and put those cards on top in any order. 2/2 |
Krosan Tusker | 5GG | Creature — Boar Beast | Cycling {2}{G} ({2}{G}, Discard this card: Draw a card.) When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle. (Do this before you draw.) 6/5 |
Wild-Field Scarecrow | 3 | Artifact Creature — Scarecrow | Defender {2}, Sacrifice Wild-Field Scarecrow: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. 1/4 |
Kithkin Harbinger | 2W | Creature — Kithkin Wizard | When Kithkin Harbinger enters the battlefield, you may search your library for a Kithkin card, reveal it, then shuffle and put that card on top. 1/3 |
Fauna Shaman | 1G | Creature — Elf Shaman | {G}, {T}, Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle. 2/2 |
Sun-Blessed Mount | 3RW | Creature — Dinosaur | When Sun-Blessed Mount enters the battlefield, you may search your library and/or graveyard for a card named Huatli, Dinosaur Knight, reveal it, then put it into your hand. If you searched your library this way, shuffle. 4/4 |
Zirda, the Dawnwaker | 1R/WR/W | Legendary Creature — Elemental Fox | Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) Abilities you activate that aren't mana abilities cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana. {1}, {T}: Target creature can't block this turn. 3/3 |
Spinewoods Armadillo | 4GG | Creature — Armadillo | Reach Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) {1}{G}, Discard Spinewoods Armadillo: Search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle. You gain 3 life. 7/7 |
Growth-Chamber Guardian | 1G | Creature — Elf Crab Warrior | {2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle. 2/2 |