M:tG card similarity search
1URW · Enchantment
Whenever you cast a noncreature spell, draw a card.
Name | Mana | Type | Text |
---|---|---|---|
Well of Knowledge | 3 | Artifact | {2}: Draw a card. Any player may activate this ability but only during their draw step. |
Aquatic Alchemist | 1U | Creature — Elemental | Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn. 1/3 |
Rootgrapple | 4G | Tribal Instant — Treefolk | Destroy target noncreature permanent. If you control a Treefolk, draw a card. |
Benthic Criminologists | 4U | Creature — Merfolk Wizard | Whenever Benthic Criminologists enters the battlefield or attacks, you may sacrifice an artifact. If you do, draw a card. 4/5 |
Laboratory Maniac | 2U | Creature — Human Wizard | If you would draw a card while your library has no cards in it, you win the game instead. 2/2 |
Razzle-Dazzler | 1U | Creature — Human Wizard | Whenever you cast your second spell each turn, put a +1/+1 counter on Razzle-Dazzler. It can't be blocked this turn. 1/2 |
Thornscape Familiar | 1G | Creature — Insect | Red spells and white spells you cast cost {1} less to cast. 2/1 |
A-Master of Winds | 2UU | Creature — Sphinx Wizard | Flying When Master of Winds enters the battlefield, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 5/1 or 1/5 until end of turn. 1/5 |
Apex of Power | 7RRR | Sorcery | Exile the top seven cards of your library. Until end of turn, you may cast spells from among them. If this spell was cast from your hand, add ten mana of any one color. |
Storm Fleet Spy | 2U | Creature — Human Pirate | Raid — When Storm Fleet Spy enters the battlefield, if you attacked this turn, draw a card. 2/2 |