M:tG card similarity search
5G · Sorcery
Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle. You gain 7 life.
Name | Mana | Type | Text |
---|---|---|---|
Maggot Carrier | B | Creature — Zombie | When Maggot Carrier enters the battlefield, each player loses 1 life. 1/1 |
Lich's Tomb | 4 | Artifact | You don't lose the game for having 0 or less life. Whenever you lose life, sacrifice a permanent for each 1 life you lost. (Damage causes loss of life.) |
Necromantic Summons | 4B | Sorcery | Put target creature card from a graveyard onto the battlefield under your control. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, that creature enters the battlefield with two additional +1/+1 counters on it. |
A-Armory Veteran | 1R | Creature — Orc Warrior | Ward—Pay 2 life. As long as Armory Veteran is equipped, it has menace. (It can't be blocked except by two or more creatures.) 2/2 |
Melt Terrain | 2RR | Sorcery | Destroy target land. Melt Terrain deals 2 damage to that land's controller. |
Poison the Well | 2B/RB/R | Sorcery | Destroy target land. Poison the Well deals 2 damage to that land's controller. |
Nyxbloom Ancient | 4GGG | Enchantment Creature — Elemental | Trample If you tap a permanent for mana, it produces three times as much of that mana instead. 5/5 |
Lord of the Forsaken | 4BB | Creature — Demon | Flying, trample {B}, Sacrifice another creature: Target player mills three cards. Pay 1 life: Add {C}. Spend this mana only to cast a spell from your graveyard. 6/6 |
Nightdrinker Moroii | 3B | Creature — Vampire | Flying When Nightdrinker Moroii enters the battlefield, you lose 3 life. Disguise {B}{B} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) 4/2 |
Zombie Trailblazer | BBB | Creature — Zombie Scout | Tap an untapped Zombie you control: Target land becomes a Swamp until end of turn. Tap an untapped Zombie you control: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.) 2/2 |