Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Petty Theft

1U · Instant — Adventure

Return target nonland permanent an opponent controls to its owner's hand.

Similar cards

Color identity:
NameManaTypeText
Run Aground 3UInstant Put target artifact or creature on top of its owner's library.
Gilder Bairn 1G/UG/UCreature — Ouphe {2}{G/U}, {Q}: Double the number of each kind of counter on target permanent. ({Q} is the untap symbol.) 1/3
Angel of Flight Alabaster 4WCreature — Angel Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand. 4/4
Grazing Kelpie 3G/UCreature — Beast {G/U}, Sacrifice Grazing Kelpie: Put target card from a graveyard on the bottom of its owner's library. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) 2/3
Aurora Griffin 3WCreature — Griffin Flying {W}: Target permanent becomes white until end of turn. 2/2
Gisela, Blade of Goldnight 4RWWLegendary Creature — Angel Flying, first strike If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead. If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up. 5/5
Rootha, Mercurial Artist 1URLegendary Creature — Orc Shaman {2}, Return Rootha, Mercurial Artist to its owner's hand: Copy target instant or sorcery spell you control. You may choose new targets for the copy. 1/4
Luminous Broodmoth 2WWCreature — Insect Flying Whenever a creature you control without flying dies, return it to the battlefield under its owner's control with a flying counter on it. 3/4
Raka Sanctuary 2REnchantment At the beginning of your upkeep, if you control a white or blue permanent, Raka Sanctuary deals 1 damage to target creature. If you control a white permanent and a blue permanent, Raka Sanctuary deals 3 damage instead.
GO TO JAIL WEnchantment When GO TO JAIL enters the battlefield, exile target creature an opponent controls until GO TO JAIL leaves the battlefield. At the beginning of the upkeep of the exiled card's owner, that player rolls two six-sided dice. If they roll doubles, sacrifice GO TO JAIL.
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