Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Arcbound Slasher

4R · Artifact Creature — Cat

Modular 4 (This creature enters the battlefield with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Riot (This creature enters the battlefield with your choice of an additional +1/+1 counter or haste.) 0/0

Similar cards

Color identity:
NameManaTypeText
Overgrown Arch 1GCreature — Plant Wall Defender {T}: You gain 1 life. {2}, Sacrifice Overgrown Arch: Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.) 0/4
Enduring Angel 2WWWCreature — Angel Flying, double strike You have hexproof. If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game. 3/3
Feudkiller's Verdict 4WWTribal Sorcery — Giant You gain 10 life. Then if you have more life than an opponent, create a 5/5 white Giant Warrior creature token.
Bureaucracy 3UUEnchantment Pursuant to subsection 3.1(4) of Richard's Rules of Order, at the beginning of the upkeep of each participant in this game of the Magic: The Gathering® trading card game (hereafter known as "PLAYER"), that PLAYER performs all actions in the sequence of previously added actions (hereafter known as "ACTION QUEUE"), in the order those actions were added, then adds another action to the end of the ACTION QUEUE. All actions must be simple physical or verbal actions that a player can perform while sitting in a chair, without jeopardizing the health and security of said PLAYER. When any PLAYER does not perform all the prescribed actions in the correct order, sacrifice Bureaucracy and said PLAYER discards their complement of cards in hand (hereafter known as "HAND").
Kotori, Pilot Prodigy 1WULegendary Creature — Moonfolk Pilot Vehicles you control have crew 2. At the beginning of combat on your turn, target artifact creature you control gains lifelink and vigilance until end of turn. 2/4
New Benalia Land New Benalia enters the battlefield tapped. When New Benalia enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {W}.
Temple of Abandon Land Temple of Abandon enters the battlefield tapped. When Temple of Abandon enters the battlefield, scry 1. {T}: Add {R} or {G}.
Temple of Deceit Land Temple of Deceit enters the battlefield tapped. When Temple of Deceit enters the battlefield, scry 1. {T}: Add {U} or {B}.
Temple of Enlightenment Land Temple of Enlightenment enters the battlefield tapped. When Temple of Enlightenment enters the battlefield, scry 1. {T}: Add {W} or {U}.
Temple of Epiphany Land Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. {T}: Add {U} or {R}.
Page 147