M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Jaheira, Insightful Harper | 1GU | Legendary Creature — Human Elf Druid | Hexproof from artifacts and enchantments When this creature specializes, destroy up to one target artifact or enchantment. Scry 2. 3/4 |
Chains of Custody | 2W | Enchantment — Aura | Enchant creature you control When Chains of Custody enters the battlefield, exile target nonland permanent an opponent controls until Chains of Custody leaves the battlefield. Enchanted creature has ward {2}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) |
Cloudsteel Kirin | 2W | Artifact Creature — Equipment Kirin | Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure {5} ({5}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.) 3/2 |
Wipe Clean | 1W | Instant | Exile target enchantment. Cycling {3} ({3}, Discard this card: Draw a card.) |
False Demise | 2U | Enchantment — Aura | Enchant creature When enchanted creature dies, return that card to the battlefield under your control. |
Unhallowed Pact | 2B | Enchantment — Aura | Enchant creature When enchanted creature dies, return that card to the battlefield under your control. |
Drownyard Behemoth | 9 | Creature — Eldrazi Crab | Flash (You may cast this spell any time you could cast an instant.) Emerge {7}{U} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) Drownyard Behemoth has hexproof as long as it entered the battlefield this turn. 5/7 |
Well Rested | 1G | Enchantment — Aura | Enchant creature Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn." |
Howling Galefang | 2GG | Creature — Beast | Vigilance Howling Galefang has haste as long as you own a card in exile that has an Adventure. 4/4 |
Flickering Ward | W | Enchantment — Aura | Enchant creature As Flickering Ward enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward. {W}: Return Flickering Ward to its owner's hand. |