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17 May 2024: Card library updated.

Armadillo Cloak

1GW · Enchantment — Aura

Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.

Similar cards

Color identity:
NameManaTypeText
Valor of the Worthy WEnchantment — Aura Enchant creature Enchanted creature gets +1/+1. When enchanted creature leaves the battlefield, create a 1/1 white Spirit creature token with flying.
Luminous Wake 2WEnchantment — Aura Enchant creature Whenever enchanted creature attacks or blocks, you gain 4 life.
Caught in the Brights 2WEnchantment — Aura Enchant creature Enchanted creature can't attack or block. When a Vehicle you control attacks, exile enchanted creature.
Burning Anger 4REnchantment — Aura Enchant creature Enchanted creature has "{T}: This creature deals damage equal to its power to any target."
Angelic Gift 1WEnchantment — Aura Enchant creature When Angelic Gift enters the battlefield, draw a card. Enchanted creature has flying.
Pledge of Loyalty 1WEnchantment — Aura Enchant creature Enchanted creature has protection from the colors of permanents you control. This effect doesn't remove Pledge of Loyalty.
Street Savvy GEnchantment — Aura Enchant creature Enchanted creature gets +0/+2 and can block creatures with landwalk abilities as though they didn't have those abilities.
Consuming Fervor REnchantment — Aura Enchant creature Enchanted creature gets +3/+3 and has "At the beginning of your upkeep, put a -1/-1 counter on this creature."
Armguard Familiar 1UArtifact Creature — Equipment Beast Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equipped creature gets +2/+1 and has ward {2}. Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.) 2/1
Thran Power Suit 2Artifact — Equipment Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward {2}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
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