Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Tome of Gadwick

U · Artifact — Equipment

Whenever equipped creature deals combat damage to a player, conjure a random card from Tome of Gadwick's spellbook into your hand. Equip {1}

Similar cards

Color identity:
NameManaTypeText
Nahiri's Machinations 1WEnchantment At the beginning of combat on your turn, target creature you control gains indestructible until end of turn. {1}{R}: Nahiri's Machinations deals 1 damage to target blocking creature.
Warped Devotion 2BEnchantment Whenever a permanent is returned to a player's hand, that player discards a card.
Dauthi Slayer BBCreature — Dauthi Soldier Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Slayer attacks each combat if able. 2/2
Ashuza's Breath 1RSorcery For each creature, choose a number from 0 to 2 at random. Ashuza's Breath deals that much damage to that creature.
Fend Off 1WInstant Prevent all combat damage that would be dealt by target creature this turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Flaming Tyrannosaurus 5RRCreature — Dinosaur Menace Paradox — Whenever you cast a spell from anywhere other than your hand, Flaming Tyrannosaurus deals 3 damage to any target. Then put a +1/+1 counter on Flaming Tyrannosaurus. When Flaming Tyrannosaurus dies, it deals damage equal to its power to each opponent. 5/5
Restrain 2WInstant Prevent all combat damage that would be dealt by target attacking creature this turn. Draw a card.
Scalding Viper 1RCreature — Elemental Snake Whenever an opponent casts a spell with mana value 3 or less, Scalding Viper deals 1 damage to that player. 2/1
Charisma UUUEnchantment — Aura Enchant creature Whenever enchanted creature deals damage to a creature, gain control of the other creature for as long as Charisma remains on the battlefield.
Ill-Tempered Loner 2RRCreature — Human Werewolf Whenever Ill-Tempered Loner is dealt damage, it deals that much damage to any target. {1}{R}: Ill-Tempered Loner gets +2/+0 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 3/3
Page 135