M:tG card similarity search
· Land
{T}: Add one mana of any color that appears on your top. (A top is an outerwear garment worn on the upper body.)
Name | Mana | Type | Text |
---|---|---|---|
Distorting Lens | 2 | Artifact | {T}: Target permanent becomes the color of your choice until end of turn. |
Troyan, Gutsy Explorer | 1GU | Legendary Creature — Vedalken Scout | {T}: Add {G}{U}. Spend this mana only to cast spells with mana value 5 or greater or spells with {X} in their mana costs. {U}, {T}: Draw a card, then discard a card. 1/3 |
Vodalian Arcanist | 1U | Creature — Merfolk Wizard | {T}: Add {C}. Spend this mana only to cast an instant or sorcery spell. 1/3 |
Ignoble Hierarch | G | Creature — Goblin Shaman | Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {B}, {R}, or {G}. 0/1 |
The Celestus | 3 | Legendary Artifact | If it's neither day nor night, it becomes day as The Celestus enters the battlefield. {T}: Add one mana of any color. {3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery. Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card. |
Alchor's Tomb | 4 | Artifact | {2}, {T}: Target permanent you control becomes the color of your choice. (This effect lasts indefinitely.) |
Charm School | 2W | Enchantment | As Charm School enters the battlefield, choose a color and balance Charm School on your head. Prevent all damage that would be dealt to you by sources of the chosen color. When Charm School falls off your head, sacrifice Charm School. |
Prismatic Dragon | 2WW | Summon Dragon | Flying During your upkeep, Prismatic Dragon becomes a random color permanently. {2}: Prismatic Dragon becomes a random color permanently. 2/3 |
Cabal Ritual | 1B | Instant | Add {B}{B}{B}. Threshold — Add {B}{B}{B}{B}{B} instead if seven or more cards are in your graveyard. |
Reliquary Tower | Land | You have no maximum hand size. {T}: Add {C}. |