Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Forced Landing

1G · Instant

Put target creature with flying on the bottom of its owner's library.

Similar cards

Color identity:
NameManaTypeText
Siren Lookout 2UCreature — Siren Pirate Flying When Siren Lookout enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.) 1/2
Sultai Scavenger 5BCreature — Bird Warrior Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Flying 3/3
Genesis Wave XGGGSorcery Reveal the top X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
Boing! 1UInstant Return target creature to its owner's hand, then roll a six-sided die. If the result is 3 or less, scry a number of cards equal to the result.
Bookwurm 7GCreature — Wurm Trample When Bookwurm enters the battlefield, you gain 3 life and draw a card. {2}{G}: Put Bookwurm from your graveyard into your library third from the top. 7/7
Goblin Machinist 4RCreature — Goblin {2}{R}: Reveal cards from the top of your library until you reveal a nonland card. Goblin Machinist gets +X/+0 until end of turn, where X is that card's mana value. Put the revealed cards on the bottom of your library in any order. 0/5
Hook-Haunt Drifter Creature — Spirit Flying If Hook-Haunt Drifter would be put into a graveyard from anywhere, exile it instead. 1/2
Angel of Serenity 4WWWCreature — Angel Flying When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands. 5/6
Archetype of Imagination 4UUEnchantment Creature — Human Wizard Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying. 3/2
Floodtide Serpent 4UCreature — Serpent Floodtide Serpent can't attack unless you return an enchantment you control to its owner's hand. (This cost is paid as attackers are declared.) 4/4
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