M:tG card similarity search
1B · Creature — Insect
Flying Whenever Bog Humbugs deals combat damage, hum that many notes of a festive song. If you can, put a +1/+1 counter on Bog Humbugs. 1/1
Name | Mana | Type | Text |
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Rooftop Saboteurs | Creature — Moonfolk Ninja | Flying Whenever Rooftop Saboteurs deals combat damage to a player or battle, draw a card. 2/3 | |
Stinkweed Imp | 2B | Creature — Imp | Flying Whenever Stinkweed Imp deals combat damage to a creature, destroy that creature. Dredge 5 (If you would draw a card, you may mill five cards instead. If you do, return this card from your graveyard to your hand.) 1/2 |
Thunderwolf Cavalry | 4W | Creature — Astartes Warrior | First strike Crushing Teeth — Whenever Thunderwolf Cavalry deals combat damage to a player, put a +1/+1 counter on each other creature you control. 4/4 |
Guildpact Informant | 2U | Creature — Faerie Rogue | Flying Whenever Guildpact Informant deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) 1/1 |
Emperor's Vanguard | 3G | Creature — Human Scout | Whenever Emperor's Vanguard deals combat damage to a player, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.) 4/3 |
Overt Operative | 3B | Creature — Human Ninja Rigger | Menace Whenever Overt Operative deals combat damage to a player, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.) 2/3 |
Blinding Angel | 3WW | Creature — Angel | Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Blinding Angel deals combat damage to a player, that player skips their next combat phase. 2/4 |
Shortcut Seeker | 3U | Creature — Human Rogue | Whenever Shortcut Seeker deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.) 2/5 |
Water Weird | 3U | Creature — Elemental Weird | Whenever Water Weird deals combat damage to a player, put a +1/+1 counter on Water Weird if the top card of your library is a nonland card. Otherwise, you may mill a card. {1}{U}: Water Weird gets +1/-1 until end of turn. 3/4 |
Empyreal Voyager | 1GU | Creature — Vedalken Scout | Flying, trample Whenever Empyreal Voyager deals combat damage to a player, you get that many {E} (energy counters). 2/3 |