M:tG card similarity search
3WW · Creature — Angel
Flying As long as you control a Human, Angelic Overseer has hexproof and indestructible. 5/3
Name | Mana | Type | Text |
---|---|---|---|
Wei Elite Companions | 4B | Creature — Human Soldier | Horsemanship (This creature can't be blocked except by creatures with horsemanship.) 3/3 |
Wei Strike Force | 2B | Creature — Human Soldier | Horsemanship (This creature can't be blocked except by creatures with horsemanship.) 2/1 |
Wu Elite Cavalry | 3U | Creature — Human Soldier | Horsemanship (This creature can't be blocked except by creatures with horsemanship.) 2/3 |
Wu Light Cavalry | 1U | Creature — Human Soldier | Horsemanship (This creature can't be blocked except by creatures with horsemanship.) 1/2 |
Princess Twilight Sparkle | WU | Legendary Creature — Alicorn | Flying Other Alicorns, Horses, Pegasi, Ponies, and Unicorns you control get +1/+1. {W}{U}{B}{R}{G}: If you control Applejack, Fluttershy, Pinkie Pie, Rainbow Dash, and Rarity, everypony wins the game. 2/2 |
Stormbound Geist | 1UU | Creature — Spirit | Flying Stormbound Geist can block only creatures with flying. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) 2/2 |
Intet, the Dreamer | 3GUR | Legendary Creature — Dragon | Flying Whenever Intet, the Dreamer deals combat damage to a player, you may pay {2}{U}. If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield. 6/6 |
Gutter Skulker | 3U | Creature — Spirit | Gutter Skulker can't be blocked as long as it's attacking alone. Disturb {3}{U} (You may cast this card from your graveyard transformed for its disturb cost.) 3/3 |
Dense Canopy | 1G | Enchantment | Creatures with flying can block only creatures with flying. |
The Zephyr Maze | Plane — Kyneth | Creatures with flying get +2/+0. Creatures without flying get -2/-0. Whenever chaos ensues, target creature gains flying until end of turn. |