M:tG card similarity search
2B · Enchantment
{3}{B}: Target opponent reveals a card at random from their hand. Target creature gets -X/-X until end of turn, where X is the revealed card's mana value. Activate only as a sorcery.
Name | Mana | Type | Text |
---|---|---|---|
Unwilling Recruit | XRRR | Sorcery | Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn. |
Bounty of the Deep | 2U | Sorcery | If you have no land cards in your hand, seek a land card and a nonland card. Otherwise, seek two nonland cards. |
Full Flowering | XXG | Sorcery | Populate X times. (To populate, create a token that's a copy of a creature token you control. Do this X times.) |
Welkin Hawk | 1W | Creature — Bird | Flying When Welkin Hawk dies, you may search your library for a card named Welkin Hawk, reveal that card, put it into your hand, then shuffle. 1/1 |
Experimental Overload | 2UR | Sorcery | Create an X/X blue and red Weird creature token, where X is the number of instant and sorcery cards in your graveyard. Then you may return an instant or sorcery card from your graveyard to your hand. Exile Experimental Overload. |
Rubblebelt Maaka | 3R | Creature — Cat | Bloodrush — {R}, Discard Rubblebelt Maaka: Target attacking creature gets +3/+3 until end of turn. 3/3 |
Archmage's Newt | 1U | Creature — Salamander Mount | Whenever Archmage's Newt deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback {0} until end of turn instead if Archmage's Newt is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.) Saddle 3 2/2 |
Magus of the Library | GG | Creature — Human Wizard | {T}: Add {C}. {T}: Draw a card. Activate only if you have exactly seven cards in hand. 1/1 |
Caravan Vigil | G | Sorcery | Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Morbid — You may put that card onto the battlefield instead of putting it into your hand if a creature died this turn. |
The Archimandrite | 2URW | Legendary Creature — Human Advisor | At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus 4. Whenever you gain life, each Advisor, Artificer, and Monk you control gains vigilance and gets +X/+0 until end of turn, where X is the amount of life you gained. Tap three untapped Advisors, Artificers, and/or Monks you control: Draw a card. 0/5 |