M:tG card similarity search
2R · Instant
Cast this spell only before combat or during combat before blockers are declared. Roll two d20 and ignore the lower roll. 1—14 | Choose any number of creatures. They block this turn if able. 15—20 | You choose which creatures block this turn and how those creatures block.
Name | Mana | Type | Text |
---|---|---|---|
Dragonfly Suit | 2W | Artifact — Vehicle | Flying Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) 3/2 |
Sky Skiff | 2 | Artifact — Vehicle | Flying Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) 2/3 |
Glorfindel, Dauntless Rescuer | 2G | Legendary Creature — Elf Noble | Whenever you scry, choose one and Glorfindel, Dauntless Rescuer gets +1/+1 until end of turn. • Glorfindel must be blocked this turn if able. • Glorfindel can't be blocked by more than one creature each combat this turn. 3/2 |
Boon of Safety | W | Instant | Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Scry 1. |
Farrel's Zealot | 1WW | Creature — Human | Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot assigns no combat damage this turn. 2/2 |
Frostweb Spider | 2G | Snow Creature — Spider | Reach (This creature can block creatures with flying.) Whenever Frostweb Spider blocks a creature with flying, put a +1/+1 counter on Frostweb Spider at end of combat. 1/3 |
General Marhault Elsdragon | 2RG | Legendary Creature — Elf Warrior | Whenever a creature you control becomes blocked, it gets +3/+3 until end of turn for each creature blocking it. 4/4 |
Spineless Thug | 1B | Creature — Phyrexian Zombie Mercenary | Spineless Thug can't block. 2/2 |
Shambling Remains | 1BR | Creature — Zombie Horror | Shambling Remains can't block. Unearth {B}{R} ({B}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) 4/3 |
Sheltering Light | W | Instant | Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.) |