M:tG card similarity search
4U · Legendary Enchantment — Shrine
At the beginning of your upkeep, draw a card for each Shrine you control.
| Name | Mana | Type | Text | 
|---|---|---|---|
| Topdeck the Halls | 3RW | Enchantment | Decorated cards in your hand have miracle {S}. (Decorated cards include premiums, promos, and cards with alternate frames or art.) At the beginning of your upkeep, if you control twelve or more decorated permanents, you win the game. | 
| Bloodgift Demon | 3BB | Creature — Demon | Flying At the beginning of your upkeep, target player draws a card and loses 1 life. 5/4 | 
| Test of Endurance | 2WW | Enchantment | At the beginning of your upkeep, if you have 50 or more life, you win the game. | 
| Anowon, the Ruin Sage | 3BB | Legendary Creature — Vampire Shaman | At the beginning of your upkeep, each player sacrifices a non-Vampire creature. 4/3 | 
| Conjured Currency | 5U | Enchantment | At the beginning of your upkeep, you may exchange control of Conjured Currency and target permanent you neither own nor control. | 
| Near-Death Experience | 2WWW | Enchantment | At the beginning of your upkeep, if you have exactly 1 life, you win the game. | 
| Barren Glory | 4WW | Enchantment | At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game. | 
| Primal Empathy | 1GU | Enchantment | At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control. | 
| Call of the Ring | 1B | Enchantment | At the beginning of your upkeep, the Ring tempts you. Whenever you choose a creature as your Ring-bearer, you may pay 2 life. If you do, draw a card. | 
| Erhnam Djinn | 3G | Creature — Djinn | At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. (It can't be blocked as long as defending player controls a Forest.) 4/5 |