Card Codex

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17 May 2024: Card library updated.

Wild Wasteland

2R · Enchantment

Skip your draw step. At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.

Similar cards

Color identity:
NameManaTypeText
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Mindwrack Harpy 3BEnchantment Creature — Harpy Flying At the beginning of combat on your turn, each player mills three cards. 3/2
Glitterfang RCreature — Spirit Haste At the beginning of the end step, return Glitterfang to its owner's hand. 1/1
Harness Infinity 1BBBGGGInstant Exchange your hand and graveyard. Exile Harness Infinity.
Kavu Climber 3GGCreature — Kavu When Kavu Climber enters the battlefield, draw a card. 3/3
Wall of Mulch 1GCreature — Wall Defender (This creature can't attack.) {G}, Sacrifice a Wall: Draw a card. 0/4
The Toymaker's Trap 2BEnchantment At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn't been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice The Toymaker's Trap.
Wild-Magic Sorcerer 3RCreature — Orc Shaman The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) 4/3
Maddening Imp 2BCreature — Imp Flying {T}: Non-Wall creatures the active player controls attack this turn if able. At the beginning of the next end step, destroy each of those creatures that didn't attack this turn. Activate only during an opponent's turn and only before combat. 1/1
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