Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Horn of Greed

3 · Artifact

Whenever a player plays a land, that player draws a card.

Similar cards

Color identity:
NameManaTypeText
Riptide Crab 1WUCreature — Crab Vigilance When Riptide Crab dies, draw a card. 1/3
Clairvoyance UInstant Look at target player's hand. Draw a card at the beginning of the next turn's upkeep.
Wake of Destruction 3RRRSorcery Destroy target land and all other lands with the same name as that land.
Investigator's Journal 2Artifact — Clue Investigator's Journal enters the battlefield with a number of suspect counters on it equal to the greatest number of creatures a player controls. {2}, {T}, Remove a suspect counter from Investigator's Journal: Draw a card. {2}, Sacrifice Investigator's Journal: Draw a card.
Jeskai Sage 1UCreature — Human Monk Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Jeskai Sage dies, draw a card. 1/1
Gregor, Shrewd Magistrate 1WULegendary Creature — Human Advisor Skulk (This creature can't be blocked by creatures with greater power.) Whenever Gregor, Shrewd Magistrate deals combat damage to a player, draw cards equal to its power. 1/3
Messenger Falcons 2G/UWCreature — Bird Flying When Messenger Falcons enters the battlefield, draw a card. 2/2
Damia, Sage of Stone 4BGULegendary Creature — Gorgon Wizard Deathtouch Skip your draw step. At the beginning of your upkeep, if you have fewer than seven cards in hand, draw cards equal to the difference. 4/4
The Horus Heresy 3UBREnchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each opponent, gain control of up to one target nonlegendary creature that player controls for as long as The Horus Heresy remains on the battlefield. II — Draw a card for each creature you control but don't own. III — Starting with you, each player chooses a creature. Destroy each creature chosen this way.
Afterlife Insurance 1W/BInstant Creatures you control gain afterlife 1 until end of turn. Draw a card. (When a creature with afterlife 1 dies, create a 1/1 white and black Spirit creature token with flying.)
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