M:tG card similarity search
1B · Enchantment
{3}{B}, Sacrifice Font of Return: Return up to three target creature cards from your graveyard to your hand.
Name | Mana | Type | Text |
---|---|---|---|
Daring Discovery | 4R | Sorcery | Up to three target creatures can't block this turn. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.) |
Swine Rebellion | 2G | Sorcery | If you control three or more Boars with different names, conjure each card from the Three Pigs spellbook onto the battlefield. If you control two or fewer Boars with different names, conjure two cards of your choice from the Three Pigs spellbook into your hand, then put one of them onto the battlefield. |
Keeper of the Dead | BB | Creature — Human Wizard | {B}, {T}: Choose target opponent who had at least two fewer creature cards in their graveyard than you did as you activated this ability. Destroy target nonblack creature that player controls. 1/2 |
Conch Horn | 2 | Artifact | {1}, {T}, Sacrifice Conch Horn: Draw two cards, then put a card from your hand on top of your library. |
Soul-Guide Gryff | 4W | Creature — Hippogriff Spirit | Flying When Soul-Guide Gryff enters the battlefield, exile up to one target card from a graveyard. 3/4 |
Nezumi Shadow-Watcher | B | Creature — Rat Warrior | Sacrifice Nezumi Shadow-Watcher: Destroy target Ninja. 1/1 |
Sarevok, Mighty Usurper | 3BG | Legendary Creature — Human Knight | Trample At the beginning of combat on your turn, target creature you control gains trample and gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. 4/4 |
Thran Vigil | 1B | Enchantment | Whenever one or more artifact and/or creature cards leave your graveyard during your turn, put a +1/+1 counter on target creature you control. |
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 |
Guess Your Fate | Artifact — Attraction | Visit — Look at the bottom of your library, then give a person outside the game a one-word clue not on that card. They guess a word. If their guess appears in that card's name, claim the prize! Prize — Reveal the card, put it into your hand, then sacrifice Guess Your Fate and open an Attraction. |