Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Trade Routes

1U · Enchantment

{1}: Return target land you control to its owner's hand. {1}, Discard a land card: Draw a card.

Similar cards

Color identity:
NameManaTypeText
Monk Class WUEnchantment — Class (Gain the next level as a sorcery to add its ability.) The second spell you cast each turn costs {1} less to cast. {W}{U}: Level 2 When this Class becomes level 2, return up to one target nonland permanent to its owner's hand. {1}{W}{U}: Level 3 At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
Celestial Dawn 1WWEnchantment Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
Boreas Charger 2WCreature — Pegasus Flying When Boreas Charger leaves the battlefield, choose an opponent who controls more lands than you. Search your library for a number of Plains cards equal to the difference, reveal those cards, put one of them onto the battlefield tapped and the rest into your hand, then shuffle. 2/1
Breathkeeper Seraph 4WWCreature — Angel Flying, soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield under its owner's control at the beginning of your next upkeep." 4/4
Abuelo, Ancestral Echo 1WULegendary Creature — Spirit Flying, ward {2} {1}{W}{U}: Exile another target creature or artifact you control. Return it to the battlefield under its owner's control at the beginning of the next end step. 2/2
Sythis, Harvest's Hand GWLegendary Enchantment Creature — Nymph Whenever you cast an enchantment spell, you gain 1 life and draw a card. 1/2
Transmogrant's Crown 2Artifact — Equipment Equipped creature gets +2/+0. Whenever equipped creature dies, draw a card. Equip {2} or {B}
Day's Undoing 2USorcery Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Moonveil Regent 3RCreature — Dragon Flying Whenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors. When Moonveil Regent dies, it deals X damage to any target, where X is the number of colors among permanents you control. 4/4
Sméagol, Helpful Guide 1BGLegendary Creature — Halfling Horror At the beginning of your end step, if a creature died under your control this turn, the Ring tempts you. Whenever the Ring tempts you, target opponent reveals cards from the top of their library until they reveal a land card. Put that card onto the battlefield tapped under your control and the rest into their graveyard. 4/2
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