M:tG card similarity search
2W · Creature — Human Cleric
{W}, {T}: Abbey Matron gets +0/+3 until end of turn. 1/3
Name | Mana | Type | Text |
---|---|---|---|
Knight of Dawn's Light | 1W | Creature — Human Knight | First strike If you would gain life, you gain that much life plus 1 instead. {1}{W}: Knight of Dawn's Light gets +1/+1 until end of turn. 2/2 |
Battlefield Scrounger | 3GG | Creature — Centaur | Threshold — Put three cards from your graveyard on the bottom of your library: Battlefield Scrounger gets +3/+3 until end of turn. Activate only once each turn and only if seven or more cards are in your graveyard. 3/3 |
Task Force | 2W | Creature — Human Rebel | Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn. 1/3 |
Battle-Rattle Shaman | 3R | Creature — Goblin Shaman | At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn. 2/2 |
Song of Blood | 1R | Sorcery | Mill four cards. Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way. |
Festerleech | B | Creature — Zombie Leech | Whenever Festerleech deals combat damage to a player, you mill two cards. {1}{B}: Festerleech gets +2/+2 until end of turn. Activate only once each turn. 1/1 |
Skophos Warleader | 4R | Creature — Minotaur Warrior | {R}, Sacrifice another creature or an enchantment: Skophos Warleader gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.) 4/5 |
Abyssal Nocturnus | 1BB | Creature — Horror | Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) 2/2 |
Mobile Fort | 4 | Artifact Creature — Wall | Defender (This creature can't attack.) {3}: Mobile Fort gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate only once each turn. 0/6 |
Walking Wall | 4 | Artifact Creature — Wall | Defender {3}: Walking Wall gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate only once each turn. 0/6 |