M:tG card similarity search
6U · Artifact Creature — Construct
Affinity for artifacts Flying When Thought Monitor enters the battlefield, draw two cards. 2/2
Name | Mana | Type | Text |
---|---|---|---|
Archaeomender | 2U | Creature — Human Wizard | When Archaeomender enters the battlefield, return target artifact card from your graveyard to your hand. 2/3 |
Sphinx Summoner | 3UB | Artifact Creature — Sphinx | Flying When Sphinx Summoner enters the battlefield, you may search your library for an artifact creature card, reveal it, put it into your hand, then shuffle. 3/3 |
Ethereal Valkyrie | 4WU | Creature — Spirit Angel | Flying Whenever Ethereal Valkyrie enters the battlefield or attacks, draw a card, then exile a card from your hand face down. It becomes foretold. Its foretell cost is its mana cost reduced by {2}. (On a later turn, you may cast it for its foretell cost, even if this creature has left the battlefield.) 4/4 |
Cease | 1B/G | Instant | Exile up to two target cards from a single graveyard. Target player gains 2 life and draws a card. |
Brazen Borrower | 1UU | Creature — Faerie Rogue | Flash Flying Brazen Borrower can block only creatures with flying. 3/1 |
Malach of the Dawn | 2WW | Creature — Angel | Flying {W}{W}{W}: Regenerate Malach of the Dawn. 2/4 |
Invasion of Pyrulea | GU | Battle — Siege | (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Pyrulea enters the battlefield, scry 3, then reveal the top card of your library. If it's a land or double-faced card, draw a card. |
Pop Quiz | 2U | Instant | Draw a card. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.) |
Copy Enchantment | 2U | Enchantment | You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield. |
Diviner's Wand | 3 | Tribal Artifact — Wizard Equipment | Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "{4}: Draw a card." Whenever a Wizard creature enters the battlefield, you may attach Diviner's Wand to it. Equip {3} |