M:tG card similarity search
1G · Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
| Name | Mana | Type | Text |
|---|---|---|---|
| Afflict | 2B | Instant | Target creature gets -1/-1 until end of turn. Draw a card. |
| Befuddle | 2U | Instant | Target creature gets -4/-0 until end of turn. Draw a card. |
| Bewilder | 2U | Instant | Target creature gets -3/-0 until end of turn. Draw a card. |
| Fleeting Distraction | U | Instant | Target creature gets -1/-0 until end of turn. Draw a card. |
| Shocking Grasp | 1U | Instant | Target creature gets -2/-0 until end of turn. Draw a card. |
| Hinterland Scourge | Creature — Werewolf | Hinterland Scourge must be blocked if able. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Hinterland Scourge. 3/2 | |
| Sol'kanar the Swamp King | 2UBR | Legendary Creature — Demon | Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Whenever a player casts a black spell, you gain 1 life. 5/5 |
| Orcish Spy | R | Creature — Orc Rogue | {T}: Look at the top three cards of target player's library. 1/1 |
| Diamond Mare | 2 | Artifact Creature — Horse | As Diamond Mare enters the battlefield, choose a color. Whenever you cast a spell of the chosen color, you gain 1 life. 1/3 |
| Edgewall Innkeeper | G | Creature — Human Peasant | Whenever you cast a creature spell that has an Adventure, draw a card. (It doesn't need to have gone on the adventure first.) 1/1 |