M:tG card similarity search
| Name | Mana | Type | Text |
|---|---|---|---|
| Filigree Fracture | 2G | Instant | Destroy target artifact or enchantment. If that permanent was blue or black, draw a card. |
| Soul Separator | 3 | Artifact | {5}, {T}, Sacrifice Soul Separator: Exile target creature card from your graveyard. Create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. Create a black Zombie creature token with power equal to that card's power and toughness equal to that card's toughness. |
| Edgar Markov's Coffin | Legendary Artifact | At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink and put a bloodline counter on Edgar Markov's Coffin. Then if there are three or more bloodline counters on it, remove those counters and transform it. | |
| Drannith Magistrate | 1W | Creature — Human Wizard | Your opponents can't cast spells from anywhere other than their hands. 1/3 |
| Wilson, Urbane Bear | 1GW | Legendary Creature — Bear Warrior | Reach, trample, lifelink Ward {2} {1}{G}{W}, Exile Wilson, Urbane Bear from your graveyard: Target creature you control perpetually gains lifelink. Activate only as a sorcery. 3/4 |
| Mortis Dogs | 3B | Creature — Phyrexian Dog | Whenever Mortis Dogs attacks, it gets +2/+0 until end of turn. When Mortis Dogs dies, target player loses life equal to its power. 2/2 |
| Taranika, Akroan Veteran | 1WW | Legendary Creature — Human Soldier | Vigilance Whenever Taranika, Akroan Veteran attacks, untap another target creature you control. Until end of turn, that creature has base power and toughness 4/4 and gains indestructible. 3/3 |
| Windrider Patrol | 3UU | Creature — Merfolk Wizard | Flying Whenever Windrider Patrol deals combat damage to a player, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 4/3 |
| Critical Hit | 1R | Instant | Target creature gains double strike until end of turn. When you roll a natural 20, return Critical Hit from your graveyard to your hand. (A natural 20 is a roll that displays 20 on the die.) |
| Victory | 2W | Sorcery | Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature gains double strike until end of turn. |