M:tG card similarity search
| Name | Mana | Type | Text |
|---|---|---|---|
| Desolate Lighthouse | Land | {T}: Add {C}. {1}{U}{R}, {T}: Draw a card, then discard a card. | |
| Firemane Commando | 3W | Creature — Angel Soldier | Flying Whenever you attack with two or more creatures, draw a card. Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you. 4/3 |
| Tainted Sigil | 1WB | Artifact | {T}, Sacrifice Tainted Sigil: You gain life equal to the total life lost by all players this turn. (Damage causes loss of life.) |
| Nissa's Renewal | 5G | Sorcery | Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle. You gain 7 life. |
| Wicked Visitor | 1B | Creature — Nightmare | Whenever an enchantment you control is put into a graveyard from the battlefield, each opponent loses 1 life. 2/2 |
| Rite of Harmony | GW | Instant | Whenever a creature or enchantment enters the battlefield under your control this turn, draw a card. Flashback {2}{G}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
| Tranquil Frillback | 2G | Creature — Dinosaur | When Tranquil Frillback enters the battlefield, you may pay {G} up to three times. When you pay this cost one or more times, choose up to that many — • Destroy target artifact or enchantment. • Exile target player's graveyard. • You gain 4 life. 3/3 |
| Hymn to the Ages | 4U | Instant — Chorus | Starting intensity 3 Draw a number of cards equal to this spell's intensity. All Chorus cards you own intensify by 1. |
| Caribou Range | 2WW | Enchantment — Aura | Enchant land you control Enchanted land has "{W}{W}, {T}: Create a 0/1 white Caribou creature token." Sacrifice a Caribou token: You gain 1 life. |
| The Grand Calcutron | WU | Legendary Artifact | The Grand Calcutron can be your commander. When The Grand Calcutron enters the battlefield, each player's hand becomes a program (an ordered row of revealed cards). Players can only play the first card of their program. If a card would be put into a player's hand from anywhere, that player reveals it and places it anywhere within their program instead. At the beginning of each player's end step, if that player's program has fewer than five cards, they draw cards equal to the difference. |