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2R · Enchantment
When Arterial Alchemy enters the battlefield, create a Blood token for each opponent you have. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this artifact: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.
| Name | Mana | Type | Text |
|---|---|---|---|
| Might of Oaks | 3G | Instant | Target creature gets +7/+7 until end of turn. |
| Ride the Rails | 1R | Instant — Adventure | Target creature gets +2/+1 until end of turn. (Then exile this card. You may cast the creature later from exile.) |
| Monstrous Growth | 1G | Sorcery | Target creature gets +4/+4 until end of turn. |
| Mutagenic Growth | G/P | Instant | ({G/P} can be paid with either {G} or 2 life.) Target creature gets +2/+2 until end of turn. |
| Phytoburst | 1G | Sorcery | Target creature gets +5/+5 until end of turn. |
| Qilin's Blessing | W | Instant | Target creature gets +2/+2 until end of turn. |
| Boulder Rush | R | Instant — Adventure | Target creature gets +2/+0 until end of turn. (Then exile this card. You may cast the creature later from exile.) |
| Sacred Armory | 2 | Artifact | {2}: Target creature gets +1/+0 until end of turn. |
| Show of Valor | 1W | Instant | Target creature gets +2/+4 until end of turn. |
| Titanic Growth | 1G | Instant | Target creature gets +4/+4 until end of turn. |