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Cards similar to Wash Out (18)

Cyclone Summoner

Cyclone Summoner

Creature — Giant Wizard (7/7)

When Cyclone Summoner enters, if you cast it from your hand, return all permanents to their owners' hands except for Giants, Wizards, and lands.

8 /10
$0.32
Upheaval

Upheaval

Sorcery

Return all permanents to their owners' hands.

10 /10
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Worldpurge

Worldpurge

Sorcery

Return all permanents to their owners' hands. Each player chooses up to seven cards in their hand, then shuffles the rest into their library. Each player loses all unspent mana.

3.6 /10
$0.69
Redeem the Lost

Redeem the Lost

Instant

Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)

2.4 /10
$0.14
Selective Snare

Selective Snare

Sorcery

Return X target creatures of the creature type of your choice to their owner's hand.

3.3 /10
$0.05
Avacyn Guardian Angel

Avacyn, Guardian Angel

Legendary Creature — Angel (5/4)

Flying, vigilance
: Prevent all damage that would be dealt to another target creature this turn by sources of the color of your choice.
: Prevent all damage that would be dealt to target player or planeswalker this turn by sources of the color of your choice.

5.7 /10
$0.69
Coastal Breach

Coastal Breach

Sorcery

Undaunted (This spell costs less to cast for each opponent.)
Return all nonland permanents to their owners' hands.

6.6 /10
$2.86
Consuming Tide

Consuming Tide

Sorcery

Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.

8.8 /10
$0.48
Crush of Tentacles

Crush of Tentacles

Sorcery

Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Return all nonland permanents to their owners' hands. If this spell's surge cost was paid, create an 8/8 blue Octopus creature token.

7.2 /10
$0.87
Devastation Tide

Devastation Tide

Sorcery

Return all nonland permanents to their owners' hands.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

9 /10
$0.29
Displacement Wave

Displacement Wave

Sorcery

Return all nonland permanents with mana value X or less to their owners' hands.

6.8 /10
$0.64
Dromar the Banisher

Dromar, the Banisher

Legendary Creature — Dragon (6/6)

Flying
Whenever Dromar, the Banisher deals combat damage to a player, you may pay . If you do, choose a color, then return all creatures of that color to their owners' hands.

4 /10
$2.82
Echoing Truth

Echoing Truth

Instant

Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.

7.5 /10
$0.20
Filter Out

Filter Out

Instant

Return all noncreature, nonland permanents to their owners' hands.

9.2 /10
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Flood of Tears

Flood of Tears

Sorcery

Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.

9 /10
$0.58
Hibernation

Hibernation

Instant

Return all green permanents to their owners' hands.

4.3 /10
$1.34
Hurkyls Final Meditation

Hurkyl's Final Meditation

Instant

During turns other than yours, this spell costs more to cast.
Return all nonland permanents to their owners' hands. End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

5.2 /10
$0.13
Kederekt Leviathan

Kederekt Leviathan

Creature — Leviathan (5/5)

When Kederekt Leviathan enters, return all other nonland permanents to their owners' hands.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

7.4 /10
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