Animal Magnetism
Sorcery
Mana cost: {4}{G}
How we read this card
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
on-cast —
on-cast — mills a card
Causes: put a creature onto the battlefield, mill a card.
Cares about: nothing.
Works well with
a card in a graveyard — 7,589 cards in the game can cause this (Animal Magnetism is one).
- Gale, Waterdeep Prodigy — Animal Magnetism puts cards into the graveyard that Gale, Waterdeep Prodigy can bring back
- Harness the Storm — Animal Magnetism puts cards into the graveyard that Harness the Storm can bring back
- Samwise Gamgee — Animal Magnetism puts cards into the graveyard that Samwise Gamgee can bring back
- Bloodbond March — Animal Magnetism puts cards into the graveyard that Bloodbond March can bring back
- Transplant Theorist — Animal Magnetism puts cards into the graveyard that Transplant Theorist can bring back
- Heart-Shaped Herb — Animal Magnetism puts cards into the graveyard that Heart-Shaped Herb can bring back
- Wayward Angel — Animal Magnetism fills your graveyard toward the 7 or more cards Wayward Angel needs
- Rescue from the Underworld — Animal Magnetism puts cards into the graveyard that Rescue from the Underworld can bring back
- Victimize — Animal Magnetism puts cards into the graveyard that Victimize can bring back
- Bound // Determined — Animal Magnetism puts cards into the graveyard that Bound // Determined can bring back
434 other cards care about it too. These are the ones with the most connections.
a creature enters the battlefield — 19,800 cards in the game can cause this (Animal Magnetism is one).
- Precursor Golem — When Precursor Golem enters thanks to Animal Magnetism, it makes 2 tokens
- Conciliator's Duelist — When Conciliator's Duelist enters thanks to Animal Magnetism, it draws you 1 card
- Fire Nation Salvagers — When Fire Nation Salvagers enters thanks to Animal Magnetism, it puts a counter on a creature or Vehicle
- Thieves' Guild Enforcer — When Thieves' Guild Enforcer enters thanks to Animal Magnetism, it mills a card
- Author of Shadows — When Author of Shadows enters thanks to Animal Magnetism, it brings a card back
- Landscaper Colos — When Landscaper Colos enters thanks to Animal Magnetism, it brings a card back
- Colossal Grave-Reaver — When Colossal Grave-Reaver enters thanks to Animal Magnetism, it mills a card
- Deluge Virtuoso — When Deluge Virtuoso enters thanks to Animal Magnetism, it taps a creature an opponent controls
- Cavalier of Thorns — When Cavalier of Thorns enters thanks to Animal Magnetism, it puts a land onto the battlefield
- Crabomination — When Crabomination enters thanks to Animal Magnetism, it exiles a card from an opponent's library
338 other cards care about it too. These are the ones with the most connections.
anything enters the battlefield — 26,499 cards in the game can cause this (Animal Magnetism is one).
- The Reaper, King No More — When The Reaper, King No More enters thanks to Animal Magnetism, it puts a counter on a creature
- Rosheen, Roaring Prophet — When Rosheen, Roaring Prophet enters thanks to Animal Magnetism, it mills a card
- Kotose, the Silent Spider — When Kotose, the Silent Spider enters thanks to Animal Magnetism, it brings a card back
- Prowl, Stoic Strategist // Prowl, Pursuit Vehicle — When a creature enters thanks to Animal Magnetism, Prowl, Stoic Strategist // Prowl, Pursuit Vehicle puts a +1/+1 counter on itself
- Pigment Wrangler // Striking Palette — When Pigment Wrangler // Striking Palette enters thanks to Animal Magnetism, it becomes prepared
- Sokka, Bold Boomeranger — When Sokka, Bold Boomeranger enters thanks to Animal Magnetism, it draws and discards
- Sanar, Unfinished Genius // Wild Idea — When Sanar, Unfinished Genius // Wild Idea enters thanks to Animal Magnetism, it becomes prepared
32 other cards care about it too. These are the ones with the most connections.