Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Tournament Grounds

· Land

{T}: Add {C}. {T}: Add {R}, {W}, or {B}. Spend this mana only to cast a Knight or Equipment spell.

Similar cards

Color identity:
NameManaTypeText
Lozhan, Dragons' Legacy 3URLegendary Creature — Dragon Shaman Flying Whenever you cast an Adventure or Dragon spell, Lozhan, Dragons' Legacy deals damage equal to that spell's mana value to any target that isn't a commander. 4/2
Slayers' Stronghold Land {T}: Add {C}. {R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.
Curse of Shaken Faith 1REnchantment — Aura Curse Enchant player Whenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, Curse of Shaken Faith deals 2 damage to them.
Agility Bobblehead 3Artifact — Bobblehead {T}: Add one mana of any color. {3}, {T}: Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
Double Down 3UEnchantment Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)
Carrier Thrall 1BCreature — Vampire When Carrier Thrall dies, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this creature: Add {C}." 2/1
Sol Grail 3Artifact As Sol Grail enters the battlefield, choose a color. {T}: Add one mana of the chosen color.
Bring to Light 3GUSorcery Converge — Search your library for a creature, instant, or sorcery card with mana value less than or equal to the number of colors of mana spent to cast this spell, exile that card, then shuffle. You may cast that card without paying its mana cost.
Exert Influence 4USorcery Converge — Gain control of target creature if its power is less than or equal to the number of colors of mana spent to cast this spell.
Arcane Lighthouse Land {T}: Add {C}. {1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
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