M:tG card similarity search
· Creature — Demon
Flying, trample At the beginning of your upkeep, sacrifice a Human. If you can't, tap Archdemon of Greed and it deals 9 damage to you. 9/9
Name | Mana | Type | Text |
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Force Void | 2U | Instant | Counter target spell unless its controller pays {1}. Draw a card at the beginning of the next turn's upkeep. |
Minotaur Illusionist | 3UR | Creature — Minotaur Wizard | {1}{U}: Minotaur Illusionist gains shroud until end of turn. (It can't be the target of spells or abilities.) {R}, Sacrifice Minotaur Illusionist: It deals damage equal to its power to target creature. 3/4 |
Necra Sanctuary | 2B | Enchantment | At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead. |
Yuan Shao, the Indecisive | 4R | Legendary Creature — Human Soldier | Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Each creature you control can't be blocked by more than one creature. 2/3 |
Feral Instinct | 1G | Instant | Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. |
Fevered Strength | 2B | Instant | Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. |
Marsh Viper | 3G | Creature — Snake | Whenever Marsh Viper deals damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.) 1/2 |
Skyshaper | 2 | Artifact | Sacrifice Skyshaper: Creatures you control gain flying until end of turn. |
Quicksilver Fountain | 3 | Artifact | At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land they control of their choice. That land is an Island for as long as it has a flood counter on it. At the beginning of each end step, if all lands on the battlefield are Islands, remove all flood counters from them. |
Hulking Raptor | 2GG | Creature — Dinosaur | Ward {2} At the beginning of your precombat main phase, add {G}{G}. 5/3 |