M:tG card similarity search
3WW · Sorcery
Choose a nonland permanent you don't control, then each other player chooses a nonland permanent they don't control that hasn't been chosen this way. Destroy all other nonland permanents.
Name | Mana | Type | Text |
---|---|---|---|
Didact Echo | 4U | Creature — Spirit Cleric | When Didact Echo enters the battlefield, draw a card. Descend 4 — Didact Echo has flying as long as there are four or more permanent cards in your graveyard. 3/2 |
Volrath's Laboratory | 5 | Artifact | As Volrath's Laboratory enters the battlefield, choose a color and a creature type. {5}, {T}: Create a 2/2 creature token of the chosen color and type. |
Transgress the Mind | 1B | Sorcery | Devoid (This card has no color.) Target player reveals their hand. You choose a card from it with mana value 3 or greater and exile that card. |
Dredge the Mire | 3B | Sorcery | Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control. |
Aven Warcraft | 2W | Instant | Creatures you control get +0/+2 until end of turn. Threshold — If seven or more cards are in your graveyard, choose a color. Creatures you control also gain protection from the chosen color until end of turn. |
An-Zerrin Ruins | 2RR | Enchantment | As An-Zerrin Ruins enters the battlefield, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps. |
Exchange of Words | 1UU | Enchantment | When Exchange of Words enters the battlefield, choose two target creatures. For as long as Exchange of Words remains on the battlefield, exchange the text boxes of those creatures. |
Tablet of the Guilds | 2 | Artifact | As Tablet of the Guilds enters the battlefield, choose two colors. Whenever you cast a spell, if it's at least one of the chosen colors, you gain 1 life for each of the chosen colors it is. |
Venser, Shaper Savant | 2UU | Legendary Creature — Human Wizard | Flash When Venser, Shaper Savant enters the battlefield, return target spell or permanent to its owner's hand. 2/2 |
Gruul Charm | RG | Instant | Choose one — • Creatures without flying can't block this turn. • Gain control of all permanents you own. • Gruul Charm deals 3 damage to each creature with flying. |