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Cards similar to Compulsion (400)

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Up the Beanstalk

Up the Beanstalk

Enchantment

When Up the Beanstalk enters the battlefield and whenever you cast a spell with mana value 5 or greater, draw a card.

9.3 /10
$1.40
Urban Utopia

Urban Utopia

Enchantment — Aura

Enchant land
When Urban Utopia enters the battlefield, draw a card.
Enchanted land has ": Add one mana of any color."

5.5 /10
$0.05
Vampirism

Vampirism

Enchantment — Aura

Enchant creature
When Vampirism enters the battlefield, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +1/+1 for each other creature you control.
Other creatures you control get -1/-1.

1.5 /10
$0.23
Verity Circle

Verity Circle

Enchantment

Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.
: Tap target creature without flying.

8.8 /10
$0.28
Vraska Joins Up

Vraska Joins Up

Legendary Enchantment

When Vraska Joins Up enters the battlefield, put a deathtouch counter on each creature you control.
Whenever a legendary creature you control deals combat damage to a player, draw a card.

5.9 /10
$0.42
Wavebreak Hippocamp

Wavebreak Hippocamp

Enchantment Creature — Horse Fish (2/2)

Whenever you cast your first spell during each opponent's turn, draw a card.

9.3 /10
$0.61
Well Rested

Well Rested

Enchantment — Aura

Enchant creature
Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."

6.7 /10
$3.58
Wiretapping

Wiretapping

Enchantment

Hideaway 5 (When this enchantment enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Whenever you draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.

6.7 /10
$0.09
Wizard Class

Wizard Class

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
: Level 2
When this Class becomes level 2, draw two cards.
: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.

9.7 /10
$2.33
Words of Wind

Words of Wind

Enchantment

: The next time you would draw a card this turn, each player returns a permanent they control to its owner's hand instead.

6.1 /10
$2.75
Zurs Weirding

Zur's Weirding

Enchantment

Players play with their hands revealed.
If a player would draw a card, they reveal it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.

6.1 /10
$0.73
An Unearthly Child

An Unearthly Child

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II, III — Reveal cards from the top of your library until you reveal a Doctor card, a card with doctor's companion, or a Vehicle card. Put that card into your hand and the rest on the bottom of your library in a random order.

5.7 /10
$0.07
Arni Slays the Troll

Arni Slays the Troll

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control fights up to one target creature you don't control.
II — Add . Put two +1/+1 counters on up to one target creature you control.
III — You gain life equal to the greatest power among creatures you control.

6.9 /10
$0.07
Baral Chief of Compliance

Baral, Chief of Compliance

Legendary Creature — Human Wizard (1/3)

Instant and sorcery spells you cast cost less to cast.
Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.

9.6 /10
$2.12
Bureaucracy

Bureaucracy

Enchantment

Pursuant to subsection 3.1(4) of Richard's Rules of Order, at the beginning of the upkeep of each participant in this game of the Magic: The Gathering® trading card game (hereafter known as "PLAYER"), that PLAYER performs all actions in the sequence of previously added actions (hereafter known as "ACTION QUEUE"), in the order those actions were added, then adds another action to the end of the ACTION QUEUE. All actions must be simple physical or verbal actions that a player can perform while sitting in a chair, without jeopardizing the health and security of said PLAYER.
When any PLAYER does not perform all the prescribed actions in the correct order, sacrifice Bureaucracy and said PLAYER discards their complement of cards in hand (hereafter known as "HAND").

10 /10
$0.83
Canyon Crab

Canyon Crab

Creature — Crab (0/5)

: Canyon Crab gets +2/-2 until end of turn.
At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card.

1.7 /10
$0.03
Connecting the Dots

Connecting the Dots

Enchantment

Whenever a creature you control attacks, exile the top card of your library face down. (You can't look at it.)
, Discard your hand, Sacrifice Connecting the Dots: Put all cards exiled with Connecting the Dots into their owners' hands.

5.3 /10
$0.15
Daring Saboteur

Daring Saboteur

Creature — Human Pirate (2/1)

: Daring Saboteur can't be blocked this turn.
Whenever Daring Saboteur deals combat damage to a player, you may draw a card. If you do, discard a card.

7.5 /10
$0.03
Dire Undercurrents

Dire Undercurrents

Enchantment

Whenever a blue creature enters the battlefield under your control, you may have target player draw a card.
Whenever a black creature enters the battlefield under your control, you may have target player discard a card.

6.4 /10
~$10
Dragonborn Looter

Dragonborn Looter

Creature — Dragon Rogue (1/2)

, : Draw a card, then discard a card.

6.8 /10
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