M:tG card similarity search
| Name | Mana | Type | Text |
|---|---|---|---|
| Astrolabe | 3 | Artifact | {1}, {T}, Sacrifice Astrolabe: Add two mana of any one color. Draw a card at the beginning of the next turn's upkeep. |
| Rootwater Thief | 1U | Creature — Merfolk Rogue | {U}: Rootwater Thief gains flying until end of turn. Whenever Rootwater Thief deals combat damage to a player, you may pay {2}. If you do, search that player's library for a card and exile it, then the player shuffles. 1/2 |
| Bargaining Table | 5 | Artifact | {X}, {T}: Draw a card. X is the number of cards in an opponent's hand. |
| Lotus Cobra | 1G | Creature — Snake | Landfall — Whenever a land enters the battlefield under your control, add one mana of any color. 2/1 |
| Plague Drone | 3B | Creature — Demon | Flying Rot Fly — If an opponent would gain life, that player loses that much life instead. 3/3 |
| Rhystic Tutor | 2B | Sorcery | Unless any player pays {2}, search your library for a card, put that card into your hand, then shuffle. |
| Find the Path | 2G | Enchantment — Aura | Enchant land When Find the Path enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) Enchanted land has "{T}: Add {G}{G}." |
| Fertile Ground | 1G | Enchantment — Aura | Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color. |
| Equipoise | 2W | Enchantment | At the beginning of your upkeep, for each land target player controls in excess of the number you control, choose a land that player controls, then the chosen permanents phase out. Repeat this process for artifacts and creatures. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during their next untap step.) |
| Faerie Mastermind | 1U | Creature — Faerie Rogue | Flash Flying Whenever an opponent draws their second card each turn, you draw a card. {3}{U}: Each player draws a card. 2/1 |