M:tG card similarity search
3 · Artifact
Whenever a creature you control dies, put two eyeball counters on Jar of Eyeballs. {3}, {T}, Remove all eyeball counters from Jar of Eyeballs: Look at the top X cards of your library, where X is the number of eyeball counters removed this way. Put one of them into your hand and the rest on the bottom of your library in any order.
Name | Mana | Type | Text |
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Armored Skyhunter | 3W | Creature — Cat Knight | Flying Whenever Armored Skyhunter attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order. 3/3 |
Duskwatch Recruiter | 1G | Creature — Human Warrior Werewolf | {2}{G}: Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. At the beginning of each upkeep, if no spells were cast last turn, transform Duskwatch Recruiter. 2/2 |
Otherworld Atlas | 4 | Artifact | {T}: Put a charge counter on Otherworld Atlas. {T}: Each player draws a card for each charge counter on Otherworld Atlas. |
Siona, Captain of the Pyleas | 1GW | Legendary Creature — Human Soldier | When Siona, Captain of the Pyleas enters the battlefield, look at the top seven cards of your library. You may reveal an Aura card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token. 2/2 |
Firja, Judge of Valor | 2WBB | Legendary Creature — Angel Cleric | Flying, lifelink Whenever you cast your second spell each turn, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. 2/4 |
Fierce Invocation | 4R | Sorcery | Manifest the top card of your library, then put two +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) |
Blast Zone | Land | Blast Zone enters the battlefield with a charge counter on it. {T}: Add {C}. {X}{X}, {T}: Put X charge counters on Blast Zone. {3}, {T}, Sacrifice Blast Zone: Destroy each nonland permanent with mana value equal to the number of charge counters on Blast Zone. | |
Sylvan Messenger | 3G | Creature — Elf | Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When Sylvan Messenger enters the battlefield, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order. 2/2 |
Divine Intervention | 6WW | Enchantment | Divine Intervention enters the battlefield with two intervention counters on it. At the beginning of your upkeep, remove an intervention counter from Divine Intervention. When you remove the last intervention counter from Divine Intervention, the game is a draw. |
Night Dealings | 2BB | Enchantment | Whenever a source you control deals damage to another player, put that many theft counters on Night Dealings. {2}{B}{B}, Remove X theft counters from Night Dealings: Search your library for a nonland card with mana value X, reveal it, put it into your hand, then shuffle. |