M:tG card similarity search
3G · Creature — Spirit
When Haru-Onna enters the battlefield, draw a card. Whenever you cast a Spirit or Arcane spell, you may return Haru-Onna to its owner's hand. 2/1
| Name | Mana | Type | Text |
|---|---|---|---|
| Runeforge Champion | 2W | Creature — Dwarf Warrior | When Runeforge Champion enters the battlefield, you may search your library and/or graveyard for a Rune card, reveal it, and put it into your hand. If you search your library this way, shuffle. You may pay {1} rather than pay the mana cost for Rune spells you cast. 2/3 |
| Echoing Return | B | Sorcery | Return target creature card and all other cards with the same name as that card from your graveyard to your hand. |
| Glitterflitter | 2U | Creature — Faerie Performer | Flying When Glitterflitter enters the battlefield, you get {TK}, then you may put a sticker on a nonland permanent you own. 2/2 |
| Curse of the Fire Penguin Creature | Creature — Penguin | Trample When this creature dies, return Curse of the Fire Penguin to the battlefield. 6/5 | |
| Imoen, Mystic Trickster | 2U | Legendary Creature — Human Rogue Wizard | Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.) 2/3 |
| Distant Memories | 2UU | Sorcery | Search your library for a card, exile it, then shuffle. Any opponent may have you put that card into your hand. If no player does, you draw three cards. |
| Seize the Secrets | 2U | Sorcery | This spell costs {1} less to cast if you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Draw two cards. |
| Moldervine Reclamation | 3BG | Enchantment | Whenever a creature you control dies, you gain 1 life and draw a card. |
| Sunpetal Grove | Land | Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}. | |
| Harmonious Emergence | 3G | Enchantment — Aura | Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn. |