M:tG card similarity search
1R · Sorcery
Flame Jet deals 3 damage to target player or planeswalker. Cycling {2} ({2}, Discard this card: Draw a card.)
Name | Mana | Type | Text |
---|---|---|---|
Mire Blight | B | Enchantment — Aura | Enchant creature When enchanted creature is dealt damage, destroy it. |
Mortal Wound | G | Enchantment — Aura | Enchant creature When enchanted creature is dealt damage, destroy it. |
Water Gun Balloon Game | 2 | Artifact | As Water Gun Balloon Game enters the battlefield, each player puts a pop! counter on "0." Whenever a player casts a spell, move that player's pop! counter up one. Whenever a player's pop! counter hits "5," that player creates a 5/5 pink Giant Teddy Bear creature token and resets all pop! counters to "0." |
Zedruu the Greathearted | 1URW | Legendary Creature — Minotaur Monk | At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control. {U}{R}{W}: Target opponent gains control of target permanent you control. 2/4 |
Hunter Sliver | 1R | Creature — Sliver | All Sliver creatures have provoke. (Whenever a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.) 1/1 |
Destructive Flow | BRG | Enchantment | At the beginning of each player's upkeep, that player sacrifices a nonbasic land. |
Breeches, the Blastmaker | 1UR | Legendary Creature — Goblin Pirate | Menace Whenever you cast your second spell each turn, you may sacrifice an artifact. If you do, flip a coin. When you win the flip, copy that spell. You may choose new targets for the copy. When you lose the flip, Breeches, the Blastmaker deals damage equal to that spell's mana value to any target. 3/3 |
Samite Alchemist | 3W | Creature — Human Cleric | {W}{W}, {T}: Prevent the next 4 damage that would be dealt this turn to target creature you control. Tap that creature. It doesn't untap during your next untap step. 0/2 |
The Moonbase | Plane — Moon | Low Gravity — All creatures have "{2}: This creature gains flying until end of turn. Activate only as a sorcery." Whenever chaos ensues, for each opponent, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures. | |
Invading Manticore | 5R | Creature — Zombie Manticore | When Invading Manticore enters the battlefield, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) 4/5 |