Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

War Room

· Land

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Similar cards

Color identity:
NameManaTypeText
Kindle the Carnage 1RRSorcery Discard a card at random. If you do, Kindle the Carnage deals damage equal to that card's mana value to each creature. You may repeat this process any number of times.
Celestial Convergence 2WWEnchantment Celestial Convergence enters the battlefield with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
Afterlife Insurance 1W/BInstant Creatures you control gain afterlife 1 until end of turn. Draw a card. (When a creature with afterlife 1 dies, create a 1/1 white and black Spirit creature token with flying.)
Knight of New Alara 2GWCreature — Human Knight Each other multicolored creature you control gets +1/+1 for each of its colors. 2/2
Utopia Mycon GCreature — Fungus At the beginning of your upkeep, put a spore counter on Utopia Mycon. Remove three spore counters from Utopia Mycon: Create a 1/1 green Saproling creature token. Sacrifice a Saproling: Add one mana of any color. 0/2
Dreamtail Heron 4UCreature — Elemental Bird Mutate {3}{U} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flying Whenever this creature mutates, draw a card. 3/4
Merfolk Pupil 1UCreature — Merfolk Wizard When Merfolk Pupil enters the battlefield, draw a card, then discard a card. {1}{U}, Exile Merfolk Pupil from your graveyard: Draw a card, then discard a card. 1/1
Spreading Seas 1UEnchantment — Aura Enchant land When Spreading Seas enters the battlefield, draw a card. Enchanted land is an Island.
Arrow Volley Trap 3WWInstant — Trap If four or more creatures are attacking, you may pay {1}{W} rather than pay this spell's mana cost. Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.
Cavernous Maw Land — Cave {T}: Add {C}. {2}: Cavernous Maw becomes a 3/3 Elemental creature until end of turn. It's still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.
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