M:tG card similarity search
4BB · Enchantment
{3}{B}, Discard a card: Create an X/X black Zombie creature token, where X is a number from 2 to 6 chosen at random.
Name | Mana | Type | Text |
---|---|---|---|
Seller of Songbirds | 2W | Creature — Human | When Seller of Songbirds enters the battlefield, create a 1/1 white Bird creature token with flying. 1/2 |
Mirran Crusader | 1WW | Creature — Human Knight | Double strike, protection from black and from green 2/2 |
Sanguine Sacrament | XWW | Instant | You gain twice X life. Put Sanguine Sacrament on the bottom of its owner's library. |
Mintstrosity | 1B | Creature — Horror | When Mintstrosity dies, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.") 3/1 |
Sensor Splicer | 4W | Creature — Phyrexian Artificer | When Sensor Splicer enters the battlefield, create a 3/3 colorless Phyrexian Golem artifact creature token. Golem creatures you control have vigilance. 1/1 |
Pyromania | 2R | Enchantment | {1}{R}, Discard a card at random: Pyromania deals 1 damage to any target. {1}{R}, Sacrifice Pyromania: It deals 1 damage to any target. |
Aladdin's Lamp | 10 | Artifact | {X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library, put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0. |
Crashing Footfalls | Sorcery | Suspend 4—{G} (Rather than cast this card from your hand, pay {G} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Create two 4/4 green Rhino creature tokens with trample. | |
Mardu Charm | RWB | Instant | Choose one — • Mardu Charm deals 4 damage to target creature. • Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn. • Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card. |
Case of the Crimson Pulse | 2R | Enchantment — Case | When this Case enters the battlefield, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards. |