Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Sudden Insight

4UU · Instant

Draw a card for each different mana value among nonland cards in your graveyard.

Similar cards

Color identity:
NameManaTypeText
Jeskai Elder 1UCreature — Human Monk Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever Jeskai Elder deals combat damage to a player, you may draw a card. If you do, discard a card. 1/2
Sibilant Spirit 5UCreature — Spirit Flying Whenever Sibilant Spirit attacks, defending player may draw a card. 5/6
Possessed Portal 8Artifact If a player would draw a card, that player skips that draw instead. At the beginning of each end step, each player sacrifices a permanent unless they discard a card.
Exclusion Ritual 4WWEnchantment Imprint — When Exclusion Ritual enters the battlefield, exile target nonland permanent. Players can't cast spells with the same name as the exiled card.
Chittering Skitterling 2BCreature — Phyrexian Rat Corrupted — Sacrifice an artifact or creature: Draw a card. Activate only if an opponent has three or more poison counters and only once each turn. 1/4
Zephyr Boots 1Artifact — Equipment Equipped creature has flying. Whenever equipped creature deals combat damage to a player, draw a card, then discard a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Silent Sentinel 5WWCreature — Archon Flying Whenever Silent Sentinel attacks, you may return target enchantment card from your graveyard to the battlefield. 4/6
Ring of Renewal 5Artifact {5}, {T}: Discard a card at random, then draw two cards.
Liar's Pendulum 1Artifact {2}, {T}: Choose a card name. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card.
Clever Concealment 2WWInstant 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.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
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