M:tG card similarity search
2W · Instant
Destroy target creature. It can't be regenerated. Its controller creates a 1/1 white Spirit creature token with flying.
Name | Mana | Type | Text |
---|---|---|---|
Lim-Dûl's Cohort | 1BB | Creature — Zombie | Whenever Lim-Dûl's Cohort blocks or becomes blocked by a creature, that creature can't be regenerated this turn. 2/3 |
Welcome Home | 5GG | Sorcery — Adventure | Create three 2/2 green Bear creature tokens. (Then exile this card. You may cast the creature later from exile.) |
Strike the Weak Spot | Sorcery | Destroy target Head. If that Head was elite, the Hydra takes an extra turn after this one. | |
A-Falcon Abomination | 2U | Creature — Zombie Bird | Flash Flying When Falcon Abomination enters the battlefield, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) 2/2 |
Ronom Unicorn | 1W | Creature — Unicorn | Sacrifice Ronom Unicorn: Destroy target enchantment. 2/2 |
Tetsuko Umezawa, Fugitive | 1U | Legendary Creature — Human Rogue | Creatures you control with power or toughness 1 or less can't be blocked. 1/3 |
Edifice of Authority | 3 | Artifact | {1}, {T}: Target creature can't attack this turn. Put a brick counter on Edifice of Authority. {1}, {T}: Until your next turn, target creature can't attack or block and its activated abilities can't be activated. Activate only if there are three or more brick counters on Edifice of Authority. |
Devastation | 5RR | Sorcery | Destroy all creatures and lands. |
Hikari, Twilight Guardian | 3WW | Legendary Creature — Spirit | Flying Whenever you cast a Spirit or Arcane spell, you may exile Hikari, Twilight Guardian. If you do, return it to the battlefield under its owner's control at the beginning of the next end step. 4/4 |
Harmonious Emergence | 3G | Enchantment — Aura | Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn. |