Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Spatial Merging

· Phenomenon

When you encounter Spatial Merging, reveal cards from the top of your planar deck until you reveal two plane cards. Simultaneously planeswalk to both of them. Put all other cards revealed this way on the bottom of your planar deck in any order.

Similar cards

Color identity:
NameManaTypeText
Start the TARDIS 1USorcery Surveil 2, then draw a card. You may planeswalk. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Bonehoard Dracosaur 3RRCreature — Dinosaur Dragon Flying, first strike At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token. 5/5
Reject 1UInstant Counter target creature or planeswalker spell unless its controller pays {3}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
The Pyramid of Mars Plane — Mars When you planeswalk to The Pyramid of Mars and at beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Whenever chaos ensues, return target creature card from your graveyard to the battlefield.
Tsabo's Decree 5BInstant Choose a creature type. Target player reveals their hand and discards all creature cards of that type. Then destroy all creatures of that type that player controls. They can't be regenerated.
Plea for Power 3USorcery Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
Call to the Kindred 3UEnchantment — Aura Enchant creature At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
Water Weird 3UCreature — Elemental Weird Whenever Water Weird deals combat damage to a player, put a +1/+1 counter on Water Weird if the top card of your library is a nonland card. Otherwise, you may mill a card. {1}{U}: Water Weird gets +1/-1 until end of turn. 3/4
1996 World Champion WUBRGSummon Legend Cannot be the target of spells or effects. World Champion has power and toughness equal to the life total of target opponent. {0}: Discard your hand to search your library for 1996 World Champion and reveal it to all players. Shuffle your library and put 1996 World Champion on top of it. Use this ability only at the beginning of your upkeep, and only if 1996 World Champion is in your library. */*
Termination Facilitator 1BCreature — Human Assassin {T}: Put a bounty counter on target creature or planeswalker. Activate only as a sorcery. Whenever a creature or planeswalker an opponent controls with a bounty counter on it is dealt damage, destroy it. 1/3
Page 148