Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Telling Time

1U · Instant

Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.

Similar cards

Color identity:
NameManaTypeText
Callous Deceiver 2UCreature — Spirit {1}: Look at the top card of your library. {2}: Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Activate only once each turn. 1/3
Cabaretti Ascendancy RGWEnchantment At the beginning of your upkeep, look at the top card of your library. If it's a creature or planeswalker card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it on the bottom of your library.
Ethereal Ambush 3GUInstant Manifest the top two cards of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Commune with Nature GSorcery Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Pieces of the Puzzle 2USorcery Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.
Enter the Infinite 8UUUUSorcery Draw cards equal to the number of cards in your library, then put a card from your hand on top of your library. You have no maximum hand size until your next turn.
Chrome Courier 1WUArtifact Creature — Thopter Flying When Chrome Courier enters the battlefield, reveal the top two cards of your library. Put one of them into your hand and the other into your graveyard. If you put an artifact card into your hand this way, you gain 3 life. 1/1
Lead the Stampede 2GSorcery Look at the top five cards of your library. You may reveal any number of creature cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.
Case of the Lost Witness 1UEnchantment — Case When this Case enters the battlefield, conjure four cards named Fblthp, the Lost into your library, then shuffle. Draw a card. To solve — You control a legendary Homunculus. Solved — You may look at the top card of your library any time and you may play lands and cast spells from the top of your library.
Azcanta, the Sunken Ruin Legendary Land (Transforms from Search for Azcanta.) {T}: Add {U}. {2}{U}, {T}: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Page 25