M:tG card similarity search
U · Creature — Cephalid Advisor
{T}: Add {C}{U}. Spend this mana only to activate abilities. 1/1
Name | Mana | Type | Text |
---|---|---|---|
Prismatic Lens | 2 | Artifact | {T}: Add {C}. {1}, {T}: Add one mana of any color. |
School of the Unseen | Land | {T}: Add {C}. {2}, {T}: Add one mana of any color. | |
Shimmering Grotto | Land | {T}: Add {C}. {1}, {T}: Add one mana of any color. | |
Unknown Shores | Land | {T}: Add {C}. {1}, {T}: Add one mana of any color. | |
Rootrider Faun | 1G | Creature — Satyr Scout | {T}: Add {G}. {1}, {T}: Add one mana of any color. 1/3 |
Secret Door | U | Artifact Creature — Wall | Defender {4}{U}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.) 0/4 |
Arms Scavenger | 1R | Creature — Human Warrior | At the beginning of your upkeep, draft a card from Arms Scavenger's spellbook, then exile it. Until end of turn, you may play that card. Equip abilities you activate cost {1} less to activate. 2/2 |
Gelid Shackles | W | Snow Enchantment — Aura | Enchant creature Enchanted creature can't block, and its activated abilities can't be activated. {S}: Enchanted creature gains defender until end of turn. ({S} can be paid with one mana from a snow source.) |
Forge Anew | 2W | Enchantment | When Forge Anew enters the battlefield, return target Equipment card from your graveyard to the battlefield. As long as it's your turn, you may activate equip abilities any time you could cast an instant. You may pay {0} rather than pay the equip cost of the first equip ability you activate during each of your turns. |
Sanctum of Tranquil Light | W | Legendary Enchantment — Shrine | {5}{W}: Tap target creature. This ability costs {1} less to activate for each Shrine you control. |