M:tG card similarity search
3BB · Creature — Zombie Performer
When Gray Merchant of Alphabet enters the battlefield, choose a letter. For each creature you control that has the chosen letter in its name, you gain 1 life and each opponent loses 1 life. 2/4
Name | Mana | Type | Text |
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Sandsteppe Mastodon | 5GG | Creature — Elephant | Reach When Sandsteppe Mastodon enters the battlefield, bolster 5. (Choose a creature with the least toughness among creatures you control and put five +1/+1 counters on it.) 5/5 |
Painful Bond | 1B | Instant | Draw two cards, then nonland cards in your hand with mana value 3 or less perpetually gain "When you cast this spell, you lose 1 life." |
Order of the Sacred Torch | 1WW | Creature — Human Knight | {T}, Pay 1 life: Counter target black spell. 2/2 |
Blessed Wine | 1W | Instant | You gain 1 life. Draw a card at the beginning of the next turn's upkeep. |
Funeral Rites | 2B | Sorcery | You draw two cards, lose 2 life, then mill two cards. |
Bitter Downfall | 3B | Instant | This spell costs {3} less to cast if it targets a creature that was dealt damage this turn. Destroy target creature. Its controller loses 2 life. |
Pox | BBB | Sorcery | Each player loses a third of their life, then discards a third of the cards in their hand, then sacrifices a third of the creatures they control, then sacrifices a third of the lands they control. Round up each time. |
Drag the Canal | UB | Instant | Create a 2/2 white and blue Detective creature token. If a creature died this turn, you gain 2 life, surveil 2, then investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") |
Shauku, Endbringer | 5BB | Legendary Creature — Vampire | Flying Shauku, Endbringer can't attack if there's another creature on the battlefield. At the beginning of your upkeep, you lose 3 life. {T}: Exile target creature and put a +1/+1 counter on Shauku. 5/5 |
Courageous Resolve | 2W | Instant | Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn. |