M:tG card similarity search
1U · Sorcery
Draw a card. Bank (If you cast Memory Bank from your hand, exile it until the end of the match. You may cast it from exile during another game this match. It still counts toward your deck minimum.)
Name | Mana | Type | Text |
---|---|---|---|
Elite Guardmage | 2WU | Creature — Human Wizard | Flying When Elite Guardmage enters the battlefield, you gain 3 life and draw a card. 2/3 |
Circuit Mender | 3 | Artifact Creature — Insect | When Circuit Mender enters the battlefield, you gain 2 life. When Circuit Mender leaves the battlefield, draw a card. 2/3 |
Union of the Third Path | 2W | Instant | Draw a card, then you gain life equal to the number of cards in your hand. |
Harrier Strix | U | Creature — Bird | Flying When Harrier Strix enters the battlefield, tap target permanent. {2}{U}: Draw a card, then discard a card. 1/1 |
Telim'Tor's Edict | R | Instant | Exile target permanent you own or control. Draw a card at the beginning of the next turn's upkeep. |
Ground Seal | 1G | Enchantment | When Ground Seal enters the battlefield, draw a card. Cards in graveyards can't be the targets of spells or abilities. |
Illusionist's Stratagem | 3U | Instant | Exile up to two target creatures you control, then return those cards to the battlefield under their owner's control. Draw a card. |
Soulknife Spy | 2U | Creature — Elf Rogue | Whenever Soulknife Spy deals combat damage to a player, draw a card. 3/2 |
Triumph of Ferocity | 2G | Enchantment | At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power. |
Manipulate Fate | 1U | Sorcery | Search your library for three cards, exile them, then shuffle. Draw a card. |