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17 May 2024: Card library updated.

Teachings of the Archaics

2U · Sorcery — Lesson

If an opponent has more cards in hand than you, draw two cards. Draw three cards instead if an opponent has at least four more cards in hand than you.

Similar cards

Color identity:
NameManaTypeText
Psychic Corrosion 2UEnchantment Whenever you draw a card, each opponent mills two cards.
Mysteries of the Deep 4UInstant Draw two cards. Landfall — If you had a land enter the battlefield under your control this turn, draw three cards instead.
Case of the Crimson Pulse 2REnchantment — 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.
Trade Secrets 1UUSorcery Target opponent draws two cards, then you draw up to four cards. That opponent may repeat this process as many times as they choose.
Blood Scrivener 1BCreature — Zombie Wizard If you would draw a card while you have no cards in hand, instead you draw two cards and you lose 1 life. 2/1
Mental Note UInstant Mill two cards. Draw a card.
Words of Wisdom 1UInstant You draw two cards, then each other player draws a card.
Ormos, Archive Keeper 4UULegendary Creature — Sphinx Flying If you would draw a card while your library has no cards in it, instead put five +1/+1 counters on Ormos, Archive Keeper. {1}{U}{U}, Discard three cards with different names: Draw five cards. 5/5
Distant Memories 2UUSorcery Search your library for a card, exile it, then shuffle. Any opponent may have you put that card into your hand. If no player does, you draw three cards.
Tectonic Reformation 1REnchantment Each land card in your hand has cycling {R}. Cycling {2} ({2}, Discard this card: Draw a card.)
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