Card Codex

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17 May 2024: Card library updated.

Sea of Sand

· Plane — Rabiah

Players reveal each card they draw. Whenever a player draws a land card, that player gains 3 life. Whenever a player draws a nonland card, that player loses 3 life. Whenever chaos ensues, put target permanent on top of its owner's library.

Similar cards

Color identity:
NameManaTypeText
Lullmage's Familiar 1GUCreature — Beast {T}: Add {G} or {U}. Whenever you cast a kicked spell, you gain 2 life. 2/4
Alms Collector 3WCreature — Cat Cleric Flash If an opponent would draw two or more cards, instead you and that player each draw a card. 3/4
Blood Clock 4Artifact At the beginning of each player's upkeep, that player returns a permanent they control to its owner's hand unless they pay 2 life.
Sphinx's Insight 2WUInstant Draw two cards. Addendum — If you cast this spell during your main phase, you gain 2 life.
Thought Dissector 4Artifact {X}, {T}: Target opponent reveals cards from the top of their library until an artifact card or X cards are revealed, whichever comes first. If an artifact card is revealed this way, put it onto the battlefield under your control and sacrifice Thought Dissector. Put the rest of the revealed cards into that player's graveyard.
Vampire Lacerator BCreature — Vampire Warrior At the beginning of your upkeep, you lose 1 life unless an opponent has 10 or less life. 2/2
Savra, Queen of the Golgari 2BGLegendary Creature — Elf Shaman Whenever you sacrifice a black creature, you may pay 2 life. If you do, each other player sacrifices a creature. Whenever you sacrifice a green creature, you may gain 2 life. 2/2
Dark Heart of the Wood BGEnchantment Sacrifice a Forest: You gain 3 life.
Trade Secrets 1UUSorcery Target opponent draws two cards, then you draw up to four cards. That opponent may repeat this process as many times as they choose.
Courageous Resolve 2WInstant 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.
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