Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Pilfered Plans

1UB · Sorcery

Target player mills two cards. Draw two cards.

Similar cards

Color identity:
NameManaTypeText
Allied Reinforcements 3WSorcery Create two 2/2 white Knight Ally creature tokens.
Andúril, Flame of the West 3Legendary Artifact — Equipment Equipped creature gets +3/+1. Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking. Equip {2}
Backstreet Bruiser 1UCreature — Cephalid Rogue Defender As long as there are two or more counters among creatures you control, Backstreet Bruiser can attack as though it didn't have defender. 3/3
Garbage Elemental 4RCreature — Elemental Last strike (This creature deals combat damage after creatures without last strike.) Battalion — Whenever Garbage Elemental and at least two other creatures attack, target creature can't block this turn. 6/5
Mitotic Slime 4GCreature — Ooze When Mitotic Slime dies, create two 2/2 green Ooze creature tokens. They have "When this creature dies, create two 1/1 green Ooze creature tokens." 4/4
Wrong Turn 2UInstant Target opponent gains control of target creature. (If an attacking or blocking creature changes controllers, it's removed from combat.)
Sift Through Sands 1UUInstant — Arcane Draw two cards, then discard a card. If you've cast a spell named Peer Through Depths and a spell named Reach Through Mists this turn, you may search your library for a card named The Unspeakable, put it onto the battlefield, then shuffle.
The Master, Transcendent 1BGULegendary Artifact Creature — Mutant When The Master, Transcendent enters the battlefield, target player gets two rad counters. {T}: Put target creature card in a graveyard that was milled this turn onto the battlefield under your control. It's a green Mutant with base power and toughness 3/3. (It loses its other colors and creature types.) 2/4
Bane's Invoker 1WCreature — Human Cleric Wind Walk — {8}: Up to two target creatures each get +2/+2 and gain flying until end of turn. 2/2
Healing Hands 2WSorcery Target player gains 4 life. Draw a card.
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