M:tG card similarity search
4U · Sorcery
Return target nonland permanent to its owner's hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
| Name | Mana | Type | Text |
|---|---|---|---|
| Pull from the Deep | 2UU | Sorcery | Return up to one target instant card and up to one target sorcery card from your graveyard to your hand. Exile Pull from the Deep. |
| Destructor Dragon | 4GG | Creature — Dragon | Flying When Destructor Dragon dies, destroy target noncreature permanent. 4/4 |
| Howlpack Avenger | Creature — Werewolf | Whenever a permanent you control is dealt damage, Howlpack Avenger deals that much damage to any target. {1}{R}: Howlpack Avenger gets +2/+0 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 4/4 | |
| Pilfering Imp | B | Creature — Imp | Flying {1}{B}, {T}, Sacrifice Pilfering Imp: Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Activate only as a sorcery. 1/1 |
| Miraculous Recovery | 4W | Instant | Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it. |
| Soaring Hope | 4W | Enchantment — Aura | Enchant creature When Soaring Hope enters the battlefield, you gain 3 life. Enchanted creature has flying. {W}: Put Soaring Hope on top of its owner's library. |
| Pyromancer's Swath | 2R | Enchantment | If an instant or sorcery source you control would deal damage to a permanent or player, it deals that much damage plus 2 to that permanent or player instead. At the beginning of each end step, discard your hand. |
| Divine Purge | 1WW | Sorcery | Exile all artifacts and creatures with mana value 3 or less. They perpetually gain "This spell costs {2} more to cast" and "This permanent enters the battlefield tapped." For as long as each of them remain exiled, its owner may play it. |
| Handcuffs | 3BB | Enchantment | As Handcuffs enters the battlefield, choose a player. When the chosen player's hands aren't touching each other, sacrifice Handcuffs and that player sacrifices three permanents. |
| Gallifrey Stands | 4WU | Legendary Enchantment | When Gallifrey Stands enters the battlefield, return all Doctor cards from your graveyard to your hand. At the beginning of your upkeep, you may put a Doctor creature card from your hand onto the battlefield. Then if you control thirteen or more Doctors, you win the game. |