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17 May 2024: Card library updated.

Wizards of Thay

3U · Creature — Human Wizard

Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Instant and sorcery spells you cast cost {1} less to cast. You may cast sorcery spells as though they had flash. 3/3

Similar cards

Color identity:
NameManaTypeText
Sage of Ancient Lore 4GCreature — Human Shaman Werewolf Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand. When Sage of Ancient Lore enters the battlefield, draw a card. At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore. */*
Wardscale Dragon 4WWCreature — Dragon Flying As long as Wardscale Dragon is attacking, defending player can't cast spells. 4/4
Experimental Frenzy 3REnchantment You may look at the top card of your library any time. You may play lands and cast spells from the top of your library. You can't play lands or cast spells from your hand. {3}{R}: Destroy Experimental Frenzy.
Daring Apprentice 1UUCreature — Human Wizard {T}, Sacrifice Daring Apprentice: Counter target spell. 1/1
Isolation Cell 4Artifact Whenever an opponent casts a creature spell, that player loses 2 life unless they pay {2}.
Predatory Advantage 3RGEnchantment At the beginning of each opponent's end step, if that player didn't cast a creature spell this turn, create a 2/2 green Lizard creature token.
Voidmage Apprentice 1UCreature — Human Wizard Morph {2}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Voidmage Apprentice is turned face up, counter target spell. 1/1
Hero of the Winds 3WCreature — Human Soldier Flying Whenever you cast a spell that targets Hero of the Winds, creatures you control get +1/+0 until end of turn. 1/4
Village Survivors 4GCreature — Human Vigilance Fateful hour — As long as you have 5 or less life, other creatures you control have vigilance. 4/5
High Noon 1WEnchantment Each player can't cast more than one spell each turn. {4}{R}, Sacrifice High Noon: It deals 5 damage to any target.
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