M:tG card similarity search
2R · Instant
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Name | Mana | Type | Text |
---|---|---|---|
Tempting Wurm | 1G | Creature — Wurm | When Tempting Wurm enters the battlefield, each opponent may put any number of artifact, creature, enchantment, and/or land cards from their hand onto the battlefield. 5/5 |
Durnan of the Yawning Portal | 3G | Legendary Creature — Human Warrior | Whenever Durnan attacks, look at the top four cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in any order. For as long as that card remains exiled, you may cast it. That spell has undaunted. (It costs {1} less to cast for each opponent.) Choose a Background (You can have a Background as a second commander.) 3/3 |
Multani, Maro-Sorcerer | 4GG | Legendary Creature — Elemental | Shroud (This creature can't be the target of spells or abilities.) Multani, Maro-Sorcerer's power and toughness are each equal to the total number of cards in all players' hands. */* |
Dreamborn Muse | 2UU | Creature — Spirit | At the beginning of each player's upkeep, that player mills X cards, where X is the number of cards in their hand. 2/2 |
Carth the Lion | 2BG | Legendary Creature — Human Warrior | Whenever Carth the Lion enters the battlefield or a planeswalker you control dies, look at the top seven cards of your library. You may reveal a planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Planeswalkers' loyalty abilities you activate cost an additional [+1] to activate. 3/5 |
The Bath Song | 3U | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Draw two cards, then discard a card. III — Shuffle any number of target cards from your graveyard into your library. Add {U}{U}. |
Arcane Investigator | 1U | Creature — Elf Wizard | Search the Room — {5}{U}: Roll a d20. 1—9 | Draw a card. 10—20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. 2/1 |
Sword of War and Peace | 3 | Artifact — Equipment | Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand. Equip {2} |
S.N.E.A.K. Dispatcher | 1U | Creature — Human Spy | {2}{U}, {T}: Look at the top card of target player's library. If it has an Agents of S.N.E.A.K. watermark, you may reveal it and put it into your hand. Otherwise, put it on the top or bottom of its owner's library. 2/1 |
Enter the Dungeon | BB | Sorcery | Players play a Magic subgame under the table, starting at 5 life and using their libraries as their decks. The winner searches their library for two cards, puts those cards into their hand, then shuffles. |