Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Sigil Tracer

1UU · Creature — Merfolk Wizard

{1}{U}, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy. 2/2

Similar cards

Color identity:
NameManaTypeText
Omenspeaker 1UCreature — Human Wizard When Omenspeaker enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 1/3
Juxtapose 3USorcery You and target player exchange control of the creature you each control with the highest mana value. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest, their controller chooses one of them.
Soldevi Sentry 1Artifact Creature — Soldier {1}: Choose target opponent. Regenerate Soldevi Sentry. When it regenerates this way, that player may draw a card. 1/1
Work a Double 2RRSorcery Assemble two Contraptions. (Put the top card of your Contraption deck face up onto one of your sprockets. Then repeat this process.)
Sphinx's Disciple 3UUCreature — Human Wizard Flying Inspired — Whenever Sphinx's Disciple becomes untapped, draw a card. 2/2
Arc Lightning 2RSorcery Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
Flames of the Firebrand 2RSorcery Flames of the Firebrand deals 3 damage divided as you choose among one, two, or three targets.
The Flood of Mars 2UUCreature — Alien Zombie Horror Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Water Always Wins — Whenever The Flood of Mars attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of The Flood of Mars. If it's a land, it becomes an Island in addition to its other types. 3/3
Hexbane Tortoise 2GCreature — Turtle Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) 3/2
Animate Spell UEnchantment — Aura Flash Enchant instant or sorcery spell on the stack When Animate Spell becomes attached to an instant or sorcery, put that card onto the battlefield under its owner's control. It's a creature in addition to its other types with power and toughness each equal to its converted mana cost. When Animate Spell leaves the battlefield, enchanted card's owner sacrifices it unless they cast it.
Page 191