M:tG card similarity search
BB · Instant
Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands that player controls and only if mana they produce is spent to activate other mana abilities of lands the player controls and/or to play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.
Name | Mana | Type | Text |
---|---|---|---|
All Is Dust | 7 | Tribal Sorcery — Eldrazi | Each player sacrifices all permanents they control that are one or more colors. |
Browbeat | 2R | Sorcery | Any player may have Browbeat deal 5 damage to them. If no one does, target player draws three cards. |
Wheel and Deal | 3U | Instant | Any number of target opponents each discard their hands, then draw seven cards. Draw a card. |
Infinite Hourglass | 4 | Artifact | At the beginning of your upkeep, put a time counter on Infinite Hourglass. All creatures get +1/+0 for each time counter on Infinite Hourglass. {3}: Remove a time counter from Infinite Hourglass. Any player may activate this ability but only during any upkeep step. |
Chain of Plasma | 1R | Instant | Chain of Plasma deals 3 damage to any target. Then that player or that permanent's controller may discard a card. If the player does, they may copy this spell and may choose a new target for that copy. |
Noxious Field | 1BB | Enchantment — Aura | Enchant land Enchanted land has "{T}: This land deals 1 damage to each creature and each player." |
Academy Journeymage | 4U | Creature — Human Wizard | This spell costs {1} less to cast if you control a Wizard. When Academy Journeymage enters the battlefield, return target creature an opponent controls to its owner's hand. 3/2 |
Seer of the Last Tomorrow | 2U | Creature — Naga Cleric | {U}, {T}, Discard a card: Target player mills three cards. 1/4 |
Prisoner's Dilemma | 3RR | Sorcery | Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence. Flashback {5}{R}{R} |
Galvanic Relay | 2R | Sorcery | Exile the top card of your library. During your next turn, you may play that card. Storm (When you cast this spell, copy it for each spell cast before it this turn.) |