M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Pelakka Predation | 2B | Sorcery | Target opponent reveals their hand. You choose a card from it with mana value 3 or greater. That player discards that card. |
Tributary Instructor | 3G | Creature — Merfolk Shaman | Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever a creature you control with a +1/+1 counter on it dies, draw a card. 4/4 |
Rootgrapple | 4G | Tribal Instant — Treefolk | Destroy target noncreature permanent. If you control a Treefolk, draw a card. |
Jawbone Skulkin | 1 | Artifact Creature — Scarecrow | {2}: Target red creature gains haste until end of turn. 1/1 |
Cloaked Cadet | 4G | Creature — Human Ranger | Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn. 2/4 |
A-Master of Winds | 2UU | Creature — Sphinx Wizard | Flying When Master of Winds enters the battlefield, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 5/1 or 1/5 until end of turn. 1/5 |
Sweatworks Brawler | 3R | Creature — Human Artificer | Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Menace 3/3 |
Secrets of the Golden City | 1UU | Sorcery | Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead. |
Chilling Apparition | 2B | Creature — Spirit | {B}: Regenerate Chilling Apparition. Whenever Chilling Apparition deals combat damage to a player, that player discards a card. 1/1 |
Cease-Fire | 2W | Instant | Target player can't cast creature spells this turn. Draw a card. |