Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Wandering Mind

1UR · Creature — Horror

Flying When Wandering Mind enters the battlefield, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. 2/1

Similar cards

Color identity:
NameManaTypeText
Farewell to Arms 1BBEnchantment As Farewell to Arms enters the battlefield, choose a hand attached to an opponent's arm. When the chosen hand isn't behind its owner's back, sacrifice Farewell to Arms. If you do, that player discards their hand . . . of cards. (The lawyers wouldn't let us do it the other way.)
Insidious Bookworms BCreature — Worm When Insidious Bookworms dies, you may pay {1}{B}. If you do, target player discards a card at random. 1/1
Hint of Insanity 2BSorcery Target player reveals their hand. That player discards all nonland cards with the same name as another card in their hand.
Shepherd of Heroes 4WCreature — Angel Cleric Flying When Shepherd of Heroes enters the battlefield, you gain 2 life for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) 3/4
Out of the Tombs 2BEnchantment At the beginning of your upkeep, put two eon counters on Out of the Tombs, then mill cards equal to the number of eon counters on it. If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.
Witchbane Orb 4Artifact When Witchbane Orb enters the battlefield, destroy all Curses attached to you. You have hexproof. (You can't be the target of spells or abilities your opponents control, including Aura spells.)
Samwise the Stouthearted 1WLegendary Creature — Halfling Peasant Flash When Samwise the Stouthearted enters the battlefield, choose up to one target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand. Then the Ring tempts you. 2/1
Wormfang Manta 5UUCreature — Nightmare Fish Beast Flying When Wormfang Manta enters the battlefield, you skip your next turn. When Wormfang Manta leaves the battlefield, you take an extra turn after this one. 6/1
Emancipation Angel 1WWCreature — Angel Flying When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand. 3/3
Subterranean Shambler 3RCreature — Elemental Echo {3}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Subterranean Shambler enters or leaves the battlefield, it deals 1 damage to each creature without flying. 2/3
Page 242