M:tG card similarity search
2W · Creature — Human Advisor
{3}, Exile the top four cards of your library: The next time a source of your choice would deal damage to you this turn, prevent that damage. 1/3
| Name | Mana | Type | Text |
|---|---|---|---|
| Painbringer | 2BB | Creature — Human Minion | {T}, Exile any number of cards from your graveyard: Target creature gets -X/-X until end of turn, where X is the number of cards exiled this way. 1/1 |
| Campfire | 1 | Artifact | {1}, {T}: You gain 2 life. {2}, {T}, Exile Campfire: Put all commanders you own from the command zone and from your graveyard into your hand. Then shuffle your graveyard into your library. |
| Ouphe Vandals | 2G | Creature — Ouphe Rogue | {G}, Sacrifice Ouphe Vandals: Counter target activated ability from an artifact source and destroy that artifact if it's on the battlefield. (Mana abilities can't be targeted.) 2/2 |
| Falkenrath Perforator | 1R | Creature — Vampire | Whenever Falkenrath Perforator attacks, it deals 1 damage to defending player. 2/1 |
| A-Teferi, Time Raveler | 2WU | Legendary Planeswalker — Teferi | Your opponents can't cast spells during your turn. [+1]: Until your next turn, you may cast sorcery spells as though they had flash. [−3]: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card. Loyalty 5 |
| Fearful Villager | 2R | Creature — Human Werewolf | Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 2/3 |
| Shady Traveler | 2B | Creature — Human Werewolf | Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 2/3 |
| Forge Anew | 2W | Enchantment | When Forge Anew enters the battlefield, return target Equipment card from your graveyard to the battlefield. As long as it's your turn, you may activate equip abilities any time you could cast an instant. You may pay {0} rather than pay the equip cost of the first equip ability you activate during each of your turns. |
| Necromancy | 2B | Enchantment | You may cast Necromancy as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When Necromancy enters the battlefield, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach Necromancy to it. When Necromancy leaves the battlefield, that creature's controller sacrifices it. |
| Savior of Ollenbock | 1WW | Creature — Human Soldier | Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever Savior of Ollenbock trains, exile up to one other target creature from the battlefield or creature card from a graveyard. When Savior of Ollenbock leaves the battlefield, put the exiled cards onto the battlefield under their owners' control. 1/2 |