M:tG card similarity search
1G · Creature — Elf Employee
When Alpha Guard enters the battlefield, choose a letter. {T}: Untap another target permanent whose name starts with the chosen letter. 1/2
Name | Mana | Type | Text |
---|---|---|---|
Ghosthelm Courier | 2U | Creature — Human Wizard | You may choose not to untap Ghosthelm Courier during your untap step. {2}{U}, {T}: Target Wizard creature gets +2/+2 and has shroud for as long as Ghosthelm Courier remains tapped. (It can't be the target of spells or abilities.) 2/1 |
Ancestral Statue | 4 | Artifact Creature — Golem | When Ancestral Statue enters the battlefield, return a nonland permanent you control to its owner's hand. 3/4 |
Boareskyr Tollkeeper | 1W | Creature — Orc Knight | When Boareskyr Tollkeeper enters the battlefield, target opponent reveals all creature and land cards in their hand. Choose one of them. That card perpetually gains "This permanent enters the battlefield tapped." 3/1 |
Fathom Fleet Boarder | 2B | Creature — Orc Pirate | When Fathom Fleet Boarder enters the battlefield, you lose 2 life unless you control another Pirate. 3/3 |
Loyal Gryff | 2W | Creature — Hippogriff | Flash Flying When Loyal Gryff enters the battlefield, you may return another creature you control to its owner's hand. 2/2 |
T-45 Power Armor | 2 | Artifact — Equipment | When T-45 Power Armor enters the battlefield, you get {E}{E} (two energy counters). Equipped creature gets +3/+3 and doesn't untap during its controller's untap step. At the beginning of your upkeep, you may pay {E}. If you do, untap equipped creature, then put your choice of a menace, trample, or lifelink counter on it. Equip {3} |
Rat Colony | 1B | Creature — Rat | Rat Colony gets +1/+0 for each other Rat you control. A deck can have any number of cards named Rat Colony. 2/1 |
Blood Feud | 4RR | Sorcery | Target creature fights another target creature. (Each deals damage equal to its power to the other.) |
Clash of Titans | 3RR | Instant | Target creature fights another target creature. (Each deals damage equal to its power to the other.) |
Council's Judgment | 1WW | Sorcery | Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes. |