M:tG card similarity search
3RGW · Sorcery
Choose three. You may choose the same mode more than once. • Create a token that's a copy of target creature you control. It gains haste. Sacrifice it at the beginning of the next end step. • Exile target artifact or enchantment. • Creatures target player controls get +1/+1 and gain first strike until end of turn.
Name | Mana | Type | Text |
---|---|---|---|
Chasm Guide | 3R | Creature — Goblin Scout Ally | Rally — Whenever Chasm Guide or another Ally enters the battlefield under your control, creatures you control gain haste until end of turn. 3/2 |
Tentative Connection | 3R | Sorcery | This spell costs {3} less to cast if you control a creature with menace. Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. |
Benalish Marshal | WWW | Creature — Human Knight | Other creatures you control get +1/+1. 3/3 |
Caught Red-Handed | 4R | Instant | This spell can't be countered. (This includes by the ward ability.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.) |
Solemn Recruit | 1WW | Creature — Dwarf Warrior | Double strike Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on Solemn Recruit. 2/2 |
Taunt | U | Sorcery | During target player's next turn, creatures that player controls attack you if able. |
Orcish Veteran | 2R | Creature — Orc | Orcish Veteran can't block white creatures with power 2 or greater. {R}: Orcish Veteran gains first strike until end of turn. 2/2 |
Lumbering Laundry | 5 | Artifact Creature — Golem | {2}: Until end of turn, you may look at face-down creatures you don't control any time. Disguise {5} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) 4/5 |
At Knifepoint | 1BR | Enchantment | As long as it's your turn, outlaws you control have first strike. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) Whenever you commit a crime, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." This ability triggers only once each turn. |
Ballynock Cohort | 2W | Creature — Kithkin Soldier | First strike Ballynock Cohort gets +1/+1 as long as you control another white creature. 2/2 |