M:tG card similarity search
2WW · Instant
Conjure a card named Suntail Hawk into your hand. If you have fewer than 7 cards in hand, repeat this process.
| Name | Mana | Type | Text |
|---|---|---|---|
| Wild Research | 2R | Enchantment | {1}{W}: Search your library for an enchantment card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle. {1}{U}: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle. |
| Record Store | Artifact — Contraption | Whenever you crank Record Store, look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in a random order. | |
| Battle of Wits | 3UU | Enchantment | At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game. |
| Glowing Anemone | 3U | Creature — Jellyfish Beast | When Glowing Anemone enters the battlefield, you may return target land to its owner's hand. 1/3 |
| Battle Angels of Tyr | 2WW | Creature — Angel Knight | Flying, myriad Whenever Battle Angels of Tyr deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player. 4/4 |
| Wipe Away | 1UU | Instant | Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Return target permanent to its owner's hand. |
| Raiders' Karve | 3 | Artifact — Vehicle | Whenever Raiders' Karve attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.) 4/4 |
| Shoulder to Shoulder | 2W | Sorcery | Support 2. (Put a +1/+1 counter on each of up to two target creatures.) Draw a card. |
| Wild Wurm | 3R | Creature — Wurm | When Wild Wurm enters the battlefield, flip a coin. If you lose the flip, return Wild Wurm to its owner's hand. 5/4 |
| Recruiter of the Guard | 2W | Creature — Human Soldier | When Recruiter of the Guard enters the battlefield, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle. 1/1 |