Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Rummaging Wizard

3U · Creature — Human Wizard

{2}{U}: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) 2/2

Similar cards

Color identity:
NameManaTypeText
Vela the Night-Clad 4UBLegendary Creature — Human Wizard Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Other creatures you control have intimidate. Whenever Vela the Night-Clad or another creature you control leaves the battlefield, each opponent loses 1 life. 4/4
Dragonfly Suit 2WArtifact — Vehicle Flying Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) 3/2
Sky Skiff 2Artifact — Vehicle Flying Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) 2/3
Gisa, the Hellraiser 3BBLegendary Creature — Human Warlock Ward—{2}, Pay 2 life. Skeletons and Zombies you control get +1/+1 and have menace. Whenever you commit a crime, create two tapped 2/2 blue and black Zombie Rogue creature tokens. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) 4/4
Lost Auramancers 2WWCreature — Human Wizard Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Lost Auramancers dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle. 3/3
Archetype of Imagination 4UUEnchantment Creature — Human Wizard Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying. 3/2
Ephara's Warden 3WCreature — Human Cleric {T}: Tap target creature with power 3 or less. 1/2
Silvergill Douser 1UCreature — Merfolk Wizard {T}: Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control. 1/1
Militant Inquisitor 2WCreature — Human Cleric Militant Inquisitor gets +1/+0 for each Equipment you control. 2/3
Thoughtpicker Witch BCreature — Human Wizard {1}, Sacrifice a creature: Look at the top two cards of target opponent's library, then exile one of them. 1/1
Page 75