M:tG card similarity search
2B · Creature — Orc Pirate
Angrath's Ambusher gets +2/+0 as long as you control an Angrath planeswalker. 2/3
Name | Mana | Type | Text |
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Hundred-Handed One | 2WW | Creature — Giant | Vigilance {3}{W}{W}{W}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) As long as Hundred-Handed One is monstrous, it has reach and can block an additional ninety-nine creatures each combat. 3/5 |
Veldrane of Sengir | 5BB | Legendary Creature — Human Rogue | {1}{B}{B}: Veldrane of Sengir gets -3/-0 and gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.) 5/5 |
Dance of Panic | Enchantment | As long as five or more Revelers are on the battlefield, all Revelers have haste and attack each turn if able. | |
Gift of Wrath | 3R | Enchantment — Aura | Enchant artifact or creature As long as enchanted permanent is a creature, it gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.) When Gift of Wrath leaves the battlefield, create a 2/2 red Spirit creature token with menace. |
Corsair Captain | 2U | Creature — Human Pirate | When Corsair Captain enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") Other Pirates you control get +1/+1. 2/2 |
Ashnod's Battle Gear | 2 | Artifact | You may choose not to untap Ashnod's Battle Gear during your untap step. {2}, {T}: Target creature you control gets +2/-2 for as long as Ashnod's Battle Gear remains tapped. |
Skyrider Trainee | 4W | Creature — Human Soldier | Skyrider Trainee has flying as long as it's enchanted. 3/3 |
Standing Army | 2WW | Creature — Human Soldier | As long as you're standing, Standing Army has vigilance. 2/4 |
Mist Dancer | 4U | Creature — Merfolk Wizard | Flying Other Merfolk you control get +1/+0 and have flying. Encore {5}{U}{U} ({5}{U}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.) 3/3 |
Steady Tortoise | 4G | Creature — Turtle | Ward {2} Whenever you attack, Steady Tortoise perpetually gets +1/+1. This ability also triggers if Steady Tortoise is in exile. 3/3 |