Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Fecundity

2G · Enchantment

Whenever a creature dies, that creature's controller may draw a card.

Similar cards

Color identity:
NameManaTypeText
Thought Sponge 3UCreature — Sponge Flash Thought Sponge enters the battlefield with a number of +1/+1 counters on it equal to the greatest number of cards an opponent has drawn this turn. When Thought Sponge dies, draw cards equal to its power. 1/1
Ellivere of the Wild Court 2GWLegendary Creature — Human Knight Whenever Ellivere of the Wild Court enters the battlefield or attacks, create a Virtuous Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 for each enchantment you control.) Whenever an enchanted creature you control deals combat damage to a player, draw a card. 4/4
Ezio, Blade of Vengeance 3UBLegendary Creature — Human Assassin Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever an Assassin you control deals combat damage to a player, draw a card. 5/5
Minn, Wily Illusionist 1UULegendary Creature — Gnome Wizard Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This creature gets +1/+0 for each other Illusion you control." Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield. 1/3
Lunar Mystic 2UUCreature — Human Wizard Whenever you cast an instant spell, you may pay {1}. If you do, draw a card. 2/2
Spectral Sailor UCreature — Spirit Pirate Flash (You may cast this spell any time you could cast an instant.) Flying {3}{U}: Draw a card. 1/1
Huddle Up 2USorcery Assist (Another player can pay up to {2} of this spell's cost.) Two target players each draw a card.
Sword of the Realms 1WLegendary Artifact — Equipment Equipped creature gets +2/+0 and has vigilance. Whenever equipped creature dies, return it to its owner's hand. Equip {1}{W}
Sengir Bats 1BBCreature — Bat Flying Whenever a creature dealt damage by Sengir Bats this turn dies, put a +1/+1 counter on Sengir Bats. 1/2
Elemental Bond 2GEnchantment Whenever a creature with power 3 or greater enters the battlefield under your control, draw a card.
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