M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
White Plume Adventurer | 2W | Creature — Orc Cleric | When White Plume Adventurer enters the battlefield, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead. 3/3 |
Fate Transfer | 1U/B | Instant | Move all counters from target creature onto another target creature. |
Feat of Resistance | 1W | Instant | Put a +1/+1 counter on target creature you control. It gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.) |
Persecute Artist | 1BB | Sorcery | Choose an artist other than Rebecca Guay. Target player reveals their hand and discards all nonland cards with art by the chosen artist. |
Hunt the Hunter | G | Sorcery | Target green creature you control gets +2/+2 until end of turn. It fights target green creature an opponent controls. |
Ultramarines Honour Guard | 3W | Creature — Astartes Warrior | Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.) Other creatures you control get +1/+1. 2/2 |
Ambergris, Agent of Progress | 2UR | Legendary Creature — Dwarf Cleric | Haste Whenever Ambergris, Agent of Progress attacks, you may discard your hand and draw three cards. 4/3 |
Graveyard Glutton | Creature — Werewolf | Ward—Discard a card. Whenever Graveyard Glutton enters the battlefield or attacks, exile up to two target cards from graveyards. For each creature card exiled this way, each opponent loses 1 life and you gain 1 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 4/4 | |
Heat Stroke | 2R | Enchantment | At end of combat, destroy each creature that blocked or was blocked this turn. |
Nature's Cloak | 2G | Sorcery | Green creatures you control gain forestwalk until end of turn. (They can't be blocked as long as defending player controls a Forest.) |