Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Lost Vale

· Land

(Transforms from Dowsing Dagger.) {T}: Add three mana of any one color.

Similar cards

Color identity:
NameManaTypeText
Vodalian Tide Mage 1GUCreature — Merfolk Wizard Whenever one or more other nontoken creatures you control deal combat damage to a player, choose one of those creatures. Conjure a duplicate of the chosen creature into your hand. 3/3
Giver of Runes WCreature — Kor Cleric {T}: Another target creature you control gains protection from colorless or from the color of your choice until end of turn. 1/2
Part the Waterveil 4UUSorcery Take an extra turn after this one. Exile Part the Waterveil. Awaken 6—{6}{U}{U}{U} (If you cast this spell for {6}{U}{U}{U}, also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Ardent Electromancer 2RCreature — Human Wizard When Ardent Electromancer enters the battlefield, add {R} for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) 3/2
Might of the Old Ways 1GInstant Target creature gets +2/+2 until end of turn. Coven — Then if you control three or more creatures with different powers, draw a card.
Cloudgoat Ranger 3WWCreature — Giant Warrior Ranger When Cloudgoat Ranger enters the battlefield, create three 1/1 white Kithkin Soldier creature tokens. Tap three untapped Kithkin you control: Cloudgoat Ranger gets +2/+0 and gains flying until end of turn. 3/3
Rainbow Crow 3UCreature — Bird Flying {1}: Rainbow Crow becomes the color of your choice until end of turn. 2/2
Upwelling 3GEnchantment Players don't lose unspent mana as steps and phases end.
Stinging Shot GInstant Put three -1/-1 counters on target creature with flying. Cycling {2} ({2}, Discard this card: Draw a card.)
Sudden Salvation 2WWInstant Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners' control. You draw a card for each opponent who controls one or more of those permanents.
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