Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Bend or Break

3R · Sorcery

Each player separates all nontoken lands they control into two piles. For each player, one of their piles is chosen by one of their opponents of their choice. Destroy all lands in the chosen piles. Tap all lands in the other piles.

Similar cards

Color identity:
NameManaTypeText
Spire Garden Land Spire Garden enters the battlefield tapped unless you have two or more opponents. {T}: Add {R} or {G}.
Training Center Land Training Center enters the battlefield tapped unless you have two or more opponents. {T}: Add {U} or {R}.
Undergrowth Stadium Land Undergrowth Stadium enters the battlefield tapped unless you have two or more opponents. {T}: Add {B} or {G}.
Vault of Champions Land Vault of Champions enters the battlefield tapped unless you have two or more opponents. {T}: Add {W} or {B}.
Model of Unity 3Artifact Whenever players finish voting, you and each opponent who voted for a choice you voted for may scry 2. {T}: Add one mana of any color.
Call to Arms 1WEnchantment As Call to Arms enters the battlefield, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
Marchesa, Dealer of Death UBRLegendary Creature — Human Rogue Whenever you commit a crime, you may pay {1}. If you do, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) 3/4
Manor Gate Land — Gate Manor Gate enters the battlefield tapped. As Manor Gate enters the battlefield, choose a color other than green. {T}: Add {G} or one mana of the chosen color.
Thriving Grove Land Thriving Grove enters the battlefield tapped. As Thriving Grove enters the battlefield, choose a color other than green. {T}: Add {G} or one mana of the chosen color.
Part the Waterveil 4UUSorcery Take an extra turn after this one. Exile Part the Waterveil. Awaken 6—{6}{U}{U}{U} (If you cast this spell for {6}{U}{U}{U}, also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Page 127