M:tG card similarity search
U · Sorcery
Starting intensity 1 Draw a card. If Piece It Together's intensity is 4, instead take an extra turn after this one. Cards you own named Piece It Together intensify by 1.
Name | Mana | Type | Text |
---|---|---|---|
Armistice | 2W | Enchantment | {3}{W}{W}: You draw a card and target opponent gains 3 life. |
Invasion of Dominaria | 2W | Battle — Siege | (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Dominaria enters the battlefield, you gain 4 life and draw a card. |
Gathering Throng | 2W | Creature — Human Citizen | When Gathering Throng enters the battlefield, you may search your library for any number of cards named Gathering Throng, reveal them, put them into your hand, then shuffle. 3/1 |
Slick Sequence | UR | Instant | Slick Sequence deals 2 damage to any target. If you've cast another spell this turn, draw a card. |
Dire-Strain Anarchist | Creature — Werewolf | Menace, haste Whenever Dire-Strain Anarchist attacks, it deals 2 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 5/5 | |
Selhoff Entomber | 1U | Creature — Zombie | {T}, Discard a creature card: Draw a card. 1/3 |
Jetfire, Air Guardian | Legendary Artifact — Vehicle | Living metal (As long as it's your turn, this Vehicle is also a creature.) Flying {U}{U}{U}: Convert Jetfire, then adapt 3. (If it has no +1/+1 counters on it, put three +1/+1 counters on it.) 3/4 | |
Reconstruct History | 2RW | Sorcery | Return up to one target artifact card, up to one target enchantment card, up to one target instant card, up to one target sorcery card, and up to one target planeswalker card from your graveyard to your hand. Exile Reconstruct History. |
Feed | 3G | Sorcery | Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw a card for each creature you control with power 3 or greater. |
Courageous Resolve | 2W | Instant | Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn. |