Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Awakened Awareness

XUU · Enchantment — Aura

Enchant artifact or creature When Awakened Awareness enters the battlefield, put X +1/+1 counters on enchanted permanent. As long as enchanted permanent is a creature, it has base power and toughness 1/1.

Similar cards

Color identity:
NameManaTypeText
Royal Decree 2WWEnchantment Cumulative upkeep {W} (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.) Whenever a Swamp, Mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damage to that permanent's controller.
Sanguine Glorifier 3WCreature — Vampire Cleric When Sanguine Glorifier enters the battlefield, put a +1/+1 counter on another target Vampire you control. 3/3
Sinuous Vermin 1BCreature — Rat Horror {3}{B}{B}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) As long as Sinuous Vermin is monstrous, it has menace. (It can't be blocked except by two or more creatures.) 2/2
Banishment 3WEnchantment Flash When Banishment enters the battlefield, exile target nonland permanent an opponent controls and all other nonland permanents your opponents control with the same name as that permanent until Banishment leaves the battlefield.
Adaptive Shimmerer 5Creature — Insect Flash Adaptive Shimmerer enters the battlefield with three +1/+1 counters on it. 0/0
Giant's Amulet UArtifact — Equipment When Giant's Amulet enters the battlefield, you may pay {3}{U}. If you do, create a 4/4 blue Giant Wizard creature token, then attach Giant's Amulet to it. Equipped creature gets +0/+1 and has "This creature has hexproof as long as it's untapped." (It can't be the target of spells or abilities your opponents control.) Equip {2}
Druid of Purification 3GCreature — Human Druid When Druid of Purification enters the battlefield, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way. 2/3
Shiv's Embrace 2RREnchantment — Aura Enchant creature Enchanted creature gets +2/+2 and has flying. {R}: Enchanted creature gets +1/+0 until end of turn.
Vampire Socialite BRCreature — Vampire Noble Menace (This creature can't be blocked except by two or more creatures.) When Vampire Socialite enters the battlefield, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control. As long as an opponent lost life this turn, each other Vampire you control enters the battlefield with an additional +1/+1 counter on it. 2/2
Ayara's Oathsworn 1BCreature — Human Knight Menace Whenever Ayara's Oathsworn deals combat damage to a player, if it has fewer than four +1/+1 counters on it, put a +1/+1 counter on it. Then if it has exactly four +1/+1 counters on it, search your library for a card, put it into your hand, then shuffle. 2/2
Page 111