M:tG card similarity search
5WW · Sorcery
Search your library for an enchantment card, put it onto the battlefield, then shuffle. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
| Name | Mana | Type | Text |
|---|---|---|---|
| Slaughter Games | 2BR | Sorcery | This spell can't be countered. Choose a nonland card name. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles. |
| Wayward Soul | 2UU | Creature — Spirit | Flying {U}: Put Wayward Soul on top of its owner's library. 3/2 |
| Carry Away | UU | Enchantment — Aura | Enchant Equipment When Carry Away enters the battlefield, unattach enchanted Equipment. You control enchanted Equipment. |
| Industrial Advancement | 3R | Enchantment | At the beginning of your end step, you may sacrifice a creature. If you do, look at the top X cards of your library, where X is that creature's mana value. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order. |
| Mirror of Fate | 5 | Artifact | {T}, Sacrifice Mirror of Fate: Choose up to seven face-up exiled cards you own. Exile all the cards from your library, then put the chosen cards on top of your library. |
| Minion's Return | 2B | Enchantment — Aura | Flash Enchant creature When enchanted creature dies, return that card to the battlefield under your control. |
| Wheel of Sun and Moon | G/WG/W | Enchantment — Aura | Enchant player If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library. |
| Smuggler's Surprise | G | Instant | Spree (Choose one or more additional costs.) + {2} — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand. + {4}{G} — You may put up to two creature cards from your hand onto the battlefield. + {1} — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn. |
| Bookwurm | 7G | Creature — Wurm | Trample When Bookwurm enters the battlefield, you gain 3 life and draw a card. {2}{G}: Put Bookwurm from your graveyard into your library third from the top. 7/7 |
| Agonizing Memories | 2BB | Sorcery | Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order. |