Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

A-Master of Winds

2UU · Creature — Sphinx Wizard

Flying When Master of Winds enters the battlefield, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 5/1 or 1/5 until end of turn. 1/5

Similar cards

Color identity:
NameManaTypeText
A-Futurist Operative UCreature — Human Ninja As long as Futurist Operative is tapped, it's a Human Citizen with base power and toughness 1/1 and can't be blocked. {2}{U}: Untap Futurist Operative. 0/4
Electrostatic Infantry 1RCreature — Dwarf Wizard Trample Whenever you cast an instant or sorcery spell, put a +1/+1 counter on Electrostatic Infantry. 1/2
Admiral Brass, Unsinkable 2UBRLegendary Creature — Human Pirate When Admiral Brass, Unsinkable enters the battlefield, mill four cards. At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.) 3/3
Frodo, Sauron's Bane WLegendary Creature — Halfling Citizen {W/B}{W/B}: If Frodo, Sauron's Bane is a Citizen, it becomes a Halfling Scout with base power and toughness 2/3 and lifelink. {B}{B}{B}: If Frodo is a Scout, it becomes a Halfling Rogue with "Whenever this creature deals combat damage to a player, that player loses the game if the Ring has tempted you four or more times this game. Otherwise, the Ring tempts you." 1/2
A-Maelstrom Muse UU/RRCreature — Djinn Wizard Flying Whenever Maelstrom Muse attacks, the next instant or sorcery spell you cast this turn costs {X} less to cast, where X is Maelstrom Muse's power as this ability resolves. 2/4
Desperate Ravings 1RInstant Draw two cards, then discard a card at random. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Werewolf Pack Leader GGCreature — Human Werewolf Pack tactics — Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card. {3}{G}: Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn't a Human. 3/3
Mannichi, the Fevered Dream 2RLegendary Creature — Spirit {1}{R}: Switch each creature's power and toughness until end of turn. 1/2
Belt of Giant Strength 1GArtifact — Equipment Equipped creature has base power and toughness 10/10. Equip {10}. This ability costs {X} less to activate, where X is the power of the creature it targets.
Leonin Lightscribe 1WCreature — Cat Cleric Magecraft — Whenever you cast or copy an instant or sorcery spell, creatures you control get +1/+1 until end of turn. 2/2
Page 26