M:tG card similarity search
2 · Artifact
{T}: Add {C}. {T}: Target nonland permanent becomes an artifact in addition to its other types until end of turn.
| Name | Mana | Type | Text |
|---|---|---|---|
| Lux Artillery | 4 | Artifact | Whenever you cast an artifact creature spell, it gains sunburst. (It enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.) At the beginning of your end step, if there are thirty or more counters among artifacts and creatures you control, Lux Artillery deals 10 damage to each opponent. |
| Traverse Eternity | 2UU | Sorcery | Draw cards equal to the highest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.) |
| Court of Locthwain | 2BB | Enchantment | When Court of Locthwain enters the battlefield, you become the monarch. At the beginning of your upkeep, exile the top card of target opponent's library. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. If you're the monarch, until end of turn, you may cast a spell from among cards exiled with Court of Locthwain without paying its mana cost. |
| Savage Beating | 3RR | Instant | Cast this spell only during your turn and only during combat. Choose one — • Creatures you control gain double strike until end of turn. • Untap all creatures you control. After this phase, there is an additional combat phase. Entwine {1}{R} (Choose both if you pay the entwine cost.) |
| Rats of Rath | 1B | Creature — Rat | {B}: Destroy target artifact, creature, or land you control. 2/1 |
| Steeple Creeper | 2G | Creature — Frog Snake | {3}{U}: Steeple Creeper gains flying until end of turn. 4/2 |
| Ichor Explosion | 5BB | Sorcery | As an additional cost to cast this spell, sacrifice a creature. All creatures get -X/-X until end of turn, where X is the sacrificed creature's power. |
| Soltari Emissary | 1W | Creature — Soltari Soldier | {W}: Soltari Emissary gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) 2/1 |
| Celestial Dawn | 1WW | Enchantment | Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana. |
| Temur War Shaman | 4GG | Creature — Human Shaman | When Temur War Shaman enters the battlefield, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Whenever a permanent you control is turned face up, if it's a creature, you may have it fight target creature you don't control. 4/5 |