M:tG card similarity search
1G · Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Name | Mana | Type | Text |
---|---|---|---|
Stoke Genius | 1R | Sorcery — Adventure | Discard your hand, then draw two cards. (Then exile this card. You may cast the creature later from exile.) |
Temporary Truce | 1W | Sorcery | Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life. |
Truce | 2W | Instant | Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life. |
Case of the Crimson Pulse | 2R | Enchantment — Case | When this Case enters the battlefield, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards. |
Mental Note | U | Instant | Mill two cards. Draw a card. |
Lat-Nam's Legacy | 1U | Instant | Shuffle a card from your hand into your library. If you do, draw two cards at the beginning of the next turn's upkeep. |
Dream Cache | 2U | Sorcery | Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library. |
Flow of Knowledge | 4U | Instant | Draw a card for each Island you control, then discard two cards. |
Market | 2U | Sorcery | Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw two cards, then discard two cards. |
Careful Study | U | Sorcery | Draw two cards, then discard two cards. |