M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Junktroller | 4 | Artifact Creature — Golem | Defender {T}: Put target card from a graveyard on the bottom of its owner's library. 0/6 |
Cosmium Catalyst | Artifact | {1}{R}, {T}: Choose an exiled card used to craft Cosmium Catalyst at random. You may cast that card without paying its mana cost. | |
Kheru Mind-Eater | 2B | Creature — Vampire | Menace Whenever Kheru Mind-Eater deals combat damage to a player, that player exiles a card from their hand face down. You may look at cards exiled with Kheru Mind-Eater, and you may play lands and cast spells from among those cards. 1/3 |
Phyrexian Harvester | RRRR | Creature — Phyrexian Horror | Menace Whenever Phyrexian Harvester is dealt damage, seek that many nonland cards. At the beginning of your next end step, discard those cards. 5/5 |
Skyway Robber | 3U | Creature — Bird Rogue | Flying Escape—{3}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) Skyway Robber escapes with "Whenever Skyway Robber deals combat damage to a player, you may cast an artifact, instant, or sorcery spell from among cards exiled with Skyway Robber without paying its mana cost." 3/3 |
Indigo Faerie | 1U | Creature — Faerie Wizard | Flying {U}: Target permanent becomes blue in addition to its other colors until end of turn. 1/1 |
Astral Dragon | 6UU | Creature — Dragon | Flying Project Image — When Astral Dragon enters the battlefield, create two tokens that are copies of target noncreature permanent, except they're 3/3 Dragon creatures in addition to their other types, and they have flying. 4/4 |
Clambassadors | 3U | Creature — Clamfolk | Whenever Clambassadors deals damage to a player, choose an artifact, creature, or land you control. That player gains control of that permanent. 4/4 |
Liberate | 1W | Instant | Exile target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. |
The World Spell | 5GG | Enchantment — Saga | Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. III — Put up to two non-Saga permanent cards from your hand onto the battlefield. |