M:tG card similarity search
UU · Enchantment
Whenever a land card is put into your graveyard from your library, you may pay {1}. If you do, draw a card.
| Name | Mana | Type | Text |
|---|---|---|---|
| Binding Negotiation | 1B | Sorcery | Target opponent reveals their hand. You may choose a nonland card from it. If you do, they discard it. Otherwise, you may put a face-up exiled card they own into their graveyard. |
| 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 |
| Pirate's Landing | R | Sorcery | Draw a card. If mana from a Treasure was spent to cast this spell, seek a Pirate card instead. |
| Legacy Weapon | 7 | Legendary Artifact | {W}{U}{B}{R}{G}: Exile target permanent. If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead. |
| Murasa Behemoth | 4GG | Creature — Beast | Trample Murasa Behemoth gets +3/+3 as long as there is a land card in your graveyard. 5/5 |
| Inaction Injunction | 1U | Sorcery | Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.) Draw a card. |
| Rest in Peace | 1W | Enchantment | When Rest in Peace enters the battlefield, exile all graveyards. If a card or token would be put into a graveyard from anywhere, exile it instead. |
| Mirran Safehouse | 3 | Artifact | As long as Mirran Safehouse is on the battlefield, it has all activated abilities of all land cards in all graveyards. |
| Helldozer | 3BBB | Creature — Zombie Giant | {B}{B}{B}, {T}: Destroy target land. If that land was nonbasic, untap Helldozer. 6/5 |
| Case of the Shattered Pact | 2 | Enchantment — Case | When this Case enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn. |