M:tG card similarity search
3BB · Enchantment
Whenever a creature dies, put a charge counter on Black Market. At the beginning of your precombat main phase, add {B} for each charge counter on Black Market.
| Name | Mana | Type | Text |
|---|---|---|---|
| Talisman of Resilience | 2 | Artifact | {T}: Add {C}. {T}: Add {B} or {G}. Talisman of Resilience deals 1 damage to you. |
| Talisman of Unity | 2 | Artifact | {T}: Add {C}. {T}: Add {G} or {W}. Talisman of Unity deals 1 damage to you. |
| Underground River | Land | {T}: Add {C}. {T}: Add {U} or {B}. Underground River deals 1 damage to you. | |
| Yavimaya Coast | Land | {T}: Add {C}. {T}: Add {G} or {U}. Yavimaya Coast deals 1 damage to you. | |
| Prismari Apprentice | UR | Creature — Human Shaman | Magecraft — Whenever you cast or copy an instant or sorcery spell, Prismari Apprentice can't be blocked this turn. If that spell has mana value 5 or greater, put a +1/+1 counter on Prismari Apprentice. 2/2 |
| Krovikan Vampire | 3BB | Creature — Vampire | At the beginning of each end step, if a creature dealt damage by Krovikan Vampire this turn died, put that card onto the battlefield under your control. Sacrifice it when you lose control of Krovikan Vampire. 3/3 |
| Harvest Hand | 3 | Artifact Creature — Scarecrow | When Harvest Hand dies, return it to the battlefield transformed under your control. 2/2 |
| Capricopian | XG | Creature — Goat Hydra | Capricopian enters the battlefield with X +1/+1 counters on it. {2}: Put a +1/+1 counter on Capricopian, then you may reselect which player Capricopian is attacking. Only the player Capricopian is attacking may activate this ability and only during the declare attackers step. (It can't attack its controller.) 0/0 |
| Ripples of Potential | 1U | Instant | Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.) |
| Magic Missile | 1RR | Sorcery | This spell can't be countered. Magic Missile deals 3 damage divided as you choose among one, two, or three targets. |