M:tG card similarity search
1G · Creature — Capybara
Descend 4 — Basking Capybara gets +3/+0 as long as there are four or more permanent cards in your graveyard. 1/3
| Name | Mana | Type | Text |
|---|---|---|---|
| Angelic Page | 1W | Creature — Angel Spirit | Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn. 1/1 |
| Slag Fiend | R | Creature — Phyrexian Construct | Slag Fiend's power and toughness are each equal to the number of artifact cards in all graveyards. */* |
| Liquimetal Torque | 2 | Artifact | {T}: Add {C}. {T}: Target nonland permanent becomes an artifact in addition to its other types until end of turn. |
| Coastal Breach | 6U | Sorcery | Undaunted (This spell costs {1} less to cast for each opponent.) Return all nonland permanents to their owners' hands. |
| Grayscaled Gharial | U | Creature — Crocodile | Islandwalk (This creature can't be blocked as long as defending player controls an Island.) 1/1 |
| Aurelia's Vindicator | 2WW | Creature — Angel | Flying, lifelink, ward {2} Disguise {X}{3}{W} When Aurelia's Vindicator is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards. When Aurelia's Vindicator leaves the battlefield, return the exiled cards to their owners' hands. 4/2 |
| Devastation Tide | 3UU | Sorcery | Return all nonland permanents to their owners' hands. Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) |
| Teferi's Protection | 2W | Instant | Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection. |
| Ravager's Mace | 1BR | Artifact — Equipment | When Ravager's Mace enters the battlefield, attach it to target creature you control. Equipped creature gets +1/+0 for each creature in your party and has menace. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Equip {2}{B}{R} |
| The World Spell | 5GG | Enchantment — Saga | Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. III — Put up to two non-Saga permanent cards from your hand onto the battlefield. |