M:tG card similarity search
3GG · Creature — Wolf
Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Arctic Wolves enters the battlefield, draw a card. 4/5
Name | Mana | Type | Text |
---|---|---|---|
Glimmer of Genius | 3U | Instant | Scry 2, then draw two cards. You get {E}{E} (two energy counters). |
Maggot Carrier | B | Creature — Zombie | When Maggot Carrier enters the battlefield, each player loses 1 life. 1/1 |
Rampaging Spiketail | 4BB | Creature — Dinosaur | When Rampaging Spiketail enters the battlefield, target creature you control gets +2/+0 and gains indestructible until end of turn. Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.) 5/6 |
Masticore | 4 | Artifact Creature — Masticore | At the beginning of your upkeep, sacrifice Masticore unless you discard a card. {2}: Masticore deals 1 damage to target creature. {2}: Regenerate Masticore. 4/4 |
Duplicity | 3UU | Enchantment | When Duplicity enters the battlefield, exile the top five cards of your library face down. At the beginning of your upkeep, you may exile all cards from your hand face down. If you do, put all other cards you own exiled with Duplicity into your hand. At the beginning of your end step, discard a card. When you lose control of Duplicity, put all cards exiled with Duplicity into their owner's graveyard. |
Abyssal Horror | 4BB | Creature — Horror | Flying When Abyssal Horror enters the battlefield, target player discards two cards. 2/2 |
Read the Runes | XU | Instant | Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent. |
Noggle Bridgebreaker | 2U/RU/R | Creature — Noggle Rogue | When Noggle Bridgebreaker enters the battlefield, return a land you control to its owner's hand. 4/3 |
Pharika's Mender | 3BG | Creature — Gorgon | When Pharika's Mender enters the battlefield, you may return target creature or enchantment card from your graveyard to your hand. 4/3 |
Shining Armor | 1W | Artifact — Equipment | Flash When Shining Armor enters the battlefield, attach it to target Knight you control. Equipped creature gets +0/+2 and has vigilance. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) |