Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Twisted Justice

4UB · Sorcery

Target player sacrifices a creature. You draw cards equal to that creature's power.

Similar cards

Color identity:
NameManaTypeText
Dampen Thought 1UInstant — Arcane Target player mills four cards. Splice onto Arcane {1}{U} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Outland Boar 2RGCreature — Boar Outland Boar can't be blocked by creatures with power 2 or less. 4/4
Saddle of the Cavalier 2GArtifact — Equipment Equipped creature gets +3/+3 and can't be blocked by creatures with power 3 or less. Equip {3}
Enraged Ceratok 2GGCreature — Rhino Enraged Ceratok can't be blocked by creatures with power 2 or less. 4/4
Keldon Twilight 1BREnchantment At the beginning of each player's end step, if no creatures attacked this turn, that player sacrifices a creature they controlled since the beginning of the turn.
Mossbridge Troll 5GGCreature — Troll If Mossbridge Troll would be destroyed, regenerate it. Tap any number of untapped creatures you control other than Mossbridge Troll with total power 10 or greater: Mossbridge Troll gets +20/+20 until end of turn. 5/5
North Pole Research Base Plane — Earth At the beginning of your upkeep, target opponent draws a card and creates a Treasure token. Whenever chaos ensues, create a 2/2 white Alien creature token. When you do, tap target nontoken creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Doom Foretold 2WBEnchantment At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice Doom Foretold.
Diviner's Wand 3Tribal Artifact — Wizard Equipment Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "{4}: Draw a card." Whenever a Wizard creature enters the battlefield, you may attach Diviner's Wand to it. Equip {3}
Arlinn's Wolf 2GCreature — Wolf Arlinn's Wolf can't be blocked by creatures with power 2 or less. 3/2
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