M:tG card similarity search
3B · Sorcery
Target player discards a card at random. Then that player discards another card at random unless they pay {1}.
Name | Mana | Type | Text |
---|---|---|---|
Mind Sculpt | 1U | Sorcery | Target opponent mills seven cards. |
Cultural Exchange | 4UU | Sorcery | Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect lasts indefinitely.) |
Academy Elite | 3U | Creature — Human Wizard | Academy Elite enters the battlefield with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards. {2}{U}, Remove a +1/+1 counter from Academy Elite: Draw a card, then discard a card. 0/0 |
Kardum, Patron of Flames | 2RR | Legendary Creature — Demon | Haste Whenever Kardum, Patron of Flames attacks, put a flame counter on it, then seek a card with mana value equal to the number of flame counters on it and exile that card face down. When Kardum dies, put all cards you own exiled with it into your hand. At the beginning of the end step of your next turn, discard those cards. 4/3 |
Revolutionary Rebuff | 1U | Instant | Counter target nonartifact spell unless its controller pays {2}. |
Blood Clock | 4 | Artifact | At the beginning of each player's upkeep, that player returns a permanent they control to its owner's hand unless they pay 2 life. |
Naughty | 1BB | Sorcery | Search another target player's library for a card and put that card into your hand. Then shuffle that player's library. |
Worst Fears | 7B | Sorcery | You control target player during that player's next turn. Exile Worst Fears. (You see all cards that player could see and make all decisions for the player.) |
Visions | W | Sorcery | Look at the top five cards of target player's library. You may then have that player shuffle that library. |
Master of Winds | 2UU | Creature — Sphinx Wizard | Flying When Master of Winds enters the battlefield, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 4/1 or 1/4 until end of turn. 1/4 |