M:tG card similarity search
1W · Sorcery
If an opponent has more life than you, you gain 4 life. If an opponent controls more creatures than you, create two 1/1 white Human creature tokens. If an opponent has more cards in hand than you, draw a card.
Name | Mana | Type | Text |
---|---|---|---|
Zulaport Chainmage | 3B | Creature — Human Shaman Ally | Cohort — {T}, Tap an untapped Ally you control: Target opponent loses 2 life. 4/2 |
Form of the Mulldrifter | 4U | Tribal Enchantment — Elemental | When Form of the Mulldrifter enters the battlefield, draw two cards. You may cast creature cards from your hand as though they were the card Mulldrifter. (You can still evoke this way. They're Mulldrifters.) |
Isolation Cell | 4 | Artifact | Whenever an opponent casts a creature spell, that player loses 2 life unless they pay {2}. |
Teferi's Tutelage | 2U | Enchantment | When Teferi's Tutelage enters the battlefield, draw a card, then discard a card. Whenever you draw a card, target opponent mills two cards. (They put the top two cards of their library into their graveyard.) |
Triad of Fates | 2WB | Legendary Creature — Human Wizard | {1}, {T}: Put a fate counter on another target creature. {W}, {T}: Exile target creature that has a fate counter on it, then return it to the battlefield under its owner's control. {B}, {T}: Exile target creature that has a fate counter on it. Its controller draws two cards. 3/3 |
Courageous Resolve | 2W | Instant | 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. |
Euroakus | 4GG | Legendary Creature — Treefolk Wizard | When Euroakus enters the battlefield, create a number of 1/1 blue Human Wizard creature tokens equal to the number of differently named lands you control. {4}{G}{U}: Draw a card for each Wizard you control. They each get +1/+1 until end of turn for each card in your hand. 6/6 |
Emerald Collector | 1U | Creature — Human Pirate | Whenever Emerald Collector deals combat damage to a player, draw a card. When you draw your third card in a turn, conjure a card named Mox Emerald into your hand. This ability triggers only once. {2}{G}: Emerald Collector has base power and toughness 4/4 until end of turn. 1/2 |
Recurring Insight | 4UU | Sorcery | Draw cards equal to the number of cards in target opponent's hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) |
Succumb to the Cold | 2U | Instant | Tap one or two target creatures an opponent controls. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.) |