M:tG card similarity search
2RR · Legendary Creature — Human Knight
Haste Whenever one or more other attacking legendary creatures you control die, untap all creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn. 4/4
Name | Mana | Type | Text |
---|---|---|---|
Village Reavers | Creature — Werewolf | Wolves and Werewolves you control have haste. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 5/4 | |
Tenacity | 3W | Instant | Creatures you control get +1/+1 and gain lifelink until end of turn. Untap those creatures. |
Paragon of Fierce Defiance | 3R | Creature — Human Warrior | Other red creatures you control get +1/+1. {R}, {T}: Another target red creature you control gains haste until end of turn. (It can attack and {T} this turn.) 2/2 |
Bloodhill Bastion | Plane — Equilor | Whenever a creature enters the battlefield, it gains double strike and haste until end of turn. Whenever chaos ensues, exile target nontoken creature you control, then return it to the battlefield under your control. | |
Eloise, Nephalia Sleuth | 3UB | Legendary Creature — Human Rogue | Whenever another creature you control dies, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") Whenever you sacrifice a token, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) 4/4 |
Imaginary Threats | 2UU | Instant | Creatures target opponent controls attack this turn if able. During that player's next untap step, creatures they control don't untap. Cycling {2} ({2}, Discard this card: Draw a card.) |
Trigger Happy | 1R | Instant | Choose a triggered ability of target permanent. It triggers. You control that ability. |
War Flare | 2RW | Instant | Creatures you control get +2/+1 until end of turn. Untap those creatures. |
Assault Formation | 1G | Enchantment | Each creature you control assigns combat damage equal to its toughness rather than its power. {G}: Target creature with defender can attack this turn as though it didn't have defender. {2}{G}: Creatures you control get +0/+1 until end of turn. |
Raging River | RR | Enchantment | Whenever one or more creatures you control attack, each defending player divides all creatures without flying they control into a "left" pile and a "right" pile. Then, for each attacking creature you control, choose "left" or "right." That creature can't be blocked this combat except by creatures with flying and creatures in a pile with the chosen label. |