M:tG card similarity search
1W · Artifact
When Glass Casket enters the battlefield, exile target creature an opponent controls with mana value 3 or less until Glass Casket leaves the battlefield.
Name | Mana | Type | Text |
---|---|---|---|
Balduvian Horde | 2RR | Creature — Human Barbarian | When Balduvian Horde enters the battlefield, sacrifice it unless you discard a card at random. 5/5 |
Pillaging Horde | 2RR | Creature — Human Barbarian | When Pillaging Horde enters the battlefield, sacrifice it unless you discard a card at random. 5/5 |
Dunes of the Dead | Land — Desert | {T}: Add {C}. When Dunes of the Dead is put into a graveyard from the battlefield, create a 2/2 black Zombie creature token. | |
Wandering Wolf | 1G | Creature — Wolf | Creatures with power less than Wandering Wolf's power can't block it. 2/1 |
Impetuous Devils | 2RR | Creature — Devil | Trample, haste When Impetuous Devils attacks, up to one target creature defending player controls blocks it this combat if able. At the beginning of the end step, sacrifice Impetuous Devils. 6/1 |
Circu, Dimir Lobotomist | 2UB | Legendary Creature — Human Wizard | Whenever you cast a blue spell, exile the top card of target player's library. Whenever you cast a black spell, exile the top card of target player's library. Your opponents can't cast spells with the same name as a card exiled with Circu, Dimir Lobotomist. 2/3 |
Grand Ossuary | Plane — Ravnica | Whenever a creature dies, its controller distributes a number of +1/+1 counters equal to its power among any number of target creatures they control. Whenever chaos ensues, each player exiles all creatures they control and creates X 1/1 green Saproling creature tokens, where X is the total power of the creatures they exiled this way. Then planeswalk. | |
Book of Mazarbul | 2R | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) II — Amass Orcs 2. III — Creatures you control get +1/+0 and gain menace until end of turn. |
Beck | GU | Sorcery | Whenever a creature enters the battlefield this turn, you may draw a card. Fuse (You may cast one or both halves of this card from your hand.) |
Scorch Rider | 3R | Creature — Human Warrior | Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.) When Scorch Rider enters the battlefield, if it was kicked, it gains haste until end of turn. 4/3 |