Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Blade Sliver

2R · Creature — Sliver

All Sliver creatures get +1/+0. 2/2

Similar cards

Color identity:
NameManaTypeText
Bile Blight BBInstant Target creature and all other creatures with the same name as that creature get -3/-3 until end of turn.
Echoing Decay 1BInstant Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn.
Heavenly Blademaster 5WCreature — Angel Flying, double strike When Heavenly Blademaster enters the battlefield, you may attach any number of Auras and Equipment you control to it. Other creatures you control get +1/+1 for each Aura and Equipment attached to Heavenly Blademaster. 3/6
Guise of Fire REnchantment — Aura Enchant creature Enchanted creature gets +1/-1 and attacks each combat if able.
Shield of the Oversoul 2G/WEnchantment — Aura Enchant creature As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) As long as enchanted creature is white, it gets +1/+1 and has flying.
Fabrication Module 3Artifact Whenever you get one or more {E} (energy counters), put a +1/+1 counter on target creature you control. {4}, {T}: You get {E}.
Screeching Sliver UCreature — Sliver All Slivers have "{T}: Target player mills a card." 1/1
Stagecoach Security 4WCreature — Human Soldier When Stagecoach Security enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. Plot {3}{W} (You may pay {3}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.) 4/5
Malakir Familiar 2BCreature — Bat Flying, deathtouch Whenever you gain life, Malakir Familiar gets +1/+1 until end of turn. 2/1
Legion's Initiative RWEnchantment Red creatures you control get +1/+0. White creatures you control get +0/+1. {R}{W}, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
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