M:tG card similarity search
WU · Enchantment — Class
(Gain the next level as a sorcery to add its ability.) The second spell you cast each turn costs {1} less to cast. {W}{U}: Level 2 When this Class becomes level 2, return up to one target nonland permanent to its owner's hand. {1}{W}{U}: Level 3 At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
| Name | Mana | Type | Text |
|---|---|---|---|
| Codespell Cleric | W | Creature — Human Cleric | Vigilance When Codespell Cleric enters the battlefield, if it was the second spell you cast this turn, put a +1/+1 counter on target creature. 1/1 |
| Saprazzan Raider | 2U | Creature — Merfolk | When Saprazzan Raider becomes blocked, return it to its owner's hand. 1/2 |
| Chill of the Grave | 2U | Instant | This spell costs {1} less to cast if you control a Zombie. Tap target creature. It doesn't untap during its controller's next untap step. Draw a card. |
| Deceiver of Form | 6C | Creature — Eldrazi | ({C} represents colorless mana.) At the beginning of combat on your turn, reveal the top card of your library. If a creature card is revealed this way, you may have creatures you control other than Deceiver of Form become copies of that card until end of turn. You may put that card on the bottom of your library. 8/8 |
| Mindmoil | 4R | Enchantment | Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards. |
| Jessie Zane, Fangbringer | 1GG | Legendary Creature — Human Assassin | Deathtouch When Jessie Zane enters the battlefield and whenever you cast a Snake spell, conjure a card named Ambush Viper into the top six cards of your library at random. It perpetually gains "When this creature enters the battlefield, draw a card." 3/4 |
| Sword Coast Serpent | 5UU | Creature — Serpent Dragon | Sword Coast Serpent can't be blocked as long as you've cast a noncreature spell this turn. 6/6 |
| Monastery Siege | 2U | Enchantment | As Monastery Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your draw step, draw an additional card, then discard a card. • Dragons — Spells your opponents cast that target you or a permanent you control cost {2} more to cast. |
| Deep-Cavern Bat | 1B | Creature — Bat | Flying, lifelink When Deep-Cavern Bat enters the battlefield, look at target opponent's hand. You may exile a nonland card from it until Deep-Cavern Bat leaves the battlefield. 1/1 |
| Harmonic Convergence | 2G | Instant | Put all enchantments on top of their owners' libraries. |