M:tG card similarity search
· Legendary Creature — Eldrazi Angel
Flying, first strike, vigilance, lifelink Your opponents can't cast spells with mana value 3 or less. 9/10
Name | Mana | Type | Text |
---|---|---|---|
Su-Chi Cave Guard | 8 | Artifact Creature — Construct | Vigilance Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.) When Su-Chi Cave Guard dies, add eight {C}. Until end of turn, you don't lose this mana as steps and phases end. 8/8 |
Peace Talks | 1W | Sorcery | This turn and next turn, creatures can't attack, and players and permanents can't be the targets of spells or activated abilities. |
Ribbons of Night | 4B | Sorcery | Ribbons of Night deals 4 damage to target creature and you gain 4 life. If {U} was spent to cast this spell, draw a card. |
Shivan Zombie | BR | Creature — Phyrexian Barbarian Zombie | Protection from white 2/2 |
Haunted Angel | 2W | Creature — Angel | Flying When Haunted Angel dies, exile Haunted Angel and each other player creates a 3/3 black Angel creature token with flying. 3/3 |
Zodiac Rooster | 1G | Creature — Bird | Plainswalk (This creature can't be blocked as long as defending player controls a Plains.) 2/1 |
Ashes of the Abhorrent | 1W | Enchantment | Players can't cast spells from graveyards or activate abilities of cards in graveyards. Whenever a creature dies, you gain 1 life. |
Feral Throwback | 4GG | Creature — Beast | Amplify 2 (As this creature enters the battlefield, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) 3/3 |
Spawnsire of Ulamog | 10 | Creature — Eldrazi | Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent.) {4}: Create two 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this creature: Add {C}." {20}: Cast any number of Eldrazi spells from among cards you own outside the game without paying their mana costs. 7/11 |
Mine, Mine, Mine! | 4GG | Enchantment | When Mine, Mine, Mine! enters the battlefield, each player puts their library into their hand. Players have no maximum hand size and don't lose the game for drawing from an empty library. Each player can't cast more than one spell each turn. When Mine, Mine, Mine! leaves the battlefield, each player shuffles their hand and graveyard into their library. |