Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

The Modern Age

1U · Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter.) I, II — Draw a card, then discard a card. III — Exile this Saga, then return it to the battlefield transformed under your control.

Similar cards

Color identity:
NameManaTypeText
Pelakka Predation 2BSorcery Target opponent reveals their hand. You choose a card from it with mana value 3 or greater. That player discards that card.
Zenith Seeker 3UCreature — Bird Wizard Flying Whenever you cycle or discard a card, target creature gains flying until end of turn. 2/2
Oculus 1UCreature — Phyrexian Homunculus When Oculus dies, you may draw a card. 1/1
Heartwarming Redemption 2RWInstant Discard all the cards in your hand, then draw that many cards plus one. You gain life equal to the number of cards in your hand.
Cinderhaze Wretch 4BCreature — Elemental Shaman {T}: Target player discards a card. Activate only during your turn. Put a -1/-1 counter on Cinderhaze Wretch: Untap Cinderhaze Wretch. 3/2
Tainted Well 2BEnchantment — Aura Enchant land When Tainted Well enters the battlefield, draw a card. Enchanted land is a Swamp.
Plague Witch 1BCreature — Elf Spellshaper {B}, {T}, Discard a card: Target creature gets -1/-1 until end of turn. 1/1
Three Steps Ahead UInstant Spree (Choose one or more additional costs.) + {1}{U} — Counter target spell. + {3} — Create a token that's a copy of target artifact or creature you control. + {2} — Draw two cards, then discard a card.
Brago, King Eternal 2WULegendary Creature — Spirit Noble Flying Whenever Brago, King Eternal deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control. 2/4
A-Master of Winds 2UUCreature — Sphinx Wizard Flying When Master of Winds enters the battlefield, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 5/1 or 1/5 until end of turn. 1/5
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