Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Settle the Wilds

2G · Sorcery

Seek a basic land card and put it onto the battlefield tapped. Then seek a permanent card with mana value equal to the number of lands you control.

Similar cards

Color identity:
NameManaTypeText
Drove of Elves 3GCreature — Elf Hexproof Drove of Elves's power and toughness are each equal to the number of green permanents you control. */*
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Undergrowth Scavenger 3GCreature — Fungus Horror Undergrowth Scavenger enters the battlefield with a number of +1/+1 counters on it equal to the number of creature cards in all graveyards. 0/0
Ruin Raider 2BCreature — Orc Pirate Raid — At the beginning of your end step, if you attacked this turn, reveal the top card of your library and put that card into your hand. You lose life equal to the card's mana value. 3/2
Quest for the Holy Relic WEnchantment Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic. Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.
Avalanche Caller 1USnow Creature — Human Wizard {2}: Target snow land you control becomes a 4/4 Elemental creature with hexproof and haste until end of turn. It's still a land. (A creature with hexproof can't be the target of spells or abilities your opponents control.) 1/3
Martyr's Soul 2WCreature — Spirit Soldier Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) When Martyr's Soul enters the battlefield, if you control no tapped lands, put two +1/+1 counters on it. 3/2
Quicksilver Fountain 3Artifact At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land they control of their choice. That land is an Island for as long as it has a flood counter on it. At the beginning of each end step, if all lands on the battlefield are Islands, remove all flood counters from them.
Orcish Mine 1RREnchantment — Aura Enchant land Orcish Mine enters the battlefield with three ore counters on it. At the beginning of your upkeep or whenever enchanted land becomes tapped, remove an ore counter from Orcish Mine. When the last ore counter is removed from Orcish Mine, destroy enchanted land and Orcish Mine deals 2 damage to that land's controller.
Scion of Draco 12Artifact Creature — Dragon Domain — This spell costs {2} less to cast for each basic land type among lands you control. Flying Each creature you control has vigilance if it's white, hexproof if it's blue, lifelink if it's black, first strike if it's red, and trample if it's green. 4/4
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