M:tG card similarity search
· Land
Celestial Colonnade enters the battlefield tapped. {T}: Add {W} or {U}. {3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
| Name | Mana | Type | Text |
|---|---|---|---|
| Vivid Marsh | Land | Vivid Marsh enters the battlefield tapped with two charge counters on it. {T}: Add {B}. {T}, Remove a charge counter from Vivid Marsh: Add one mana of any color. | |
| Vivid Meadow | Land | Vivid Meadow enters the battlefield tapped with two charge counters on it. {T}: Add {W}. {T}, Remove a charge counter from Vivid Meadow: Add one mana of any color. | |
| Squad Captain | 4W | Creature — Human Soldier | Vigilance Squad Captain enters the battlefield with a +1/+1 counter on it for each other creature you control. 2/2 |
| Crow Storm | 2U | Sorcery | Create a 1/2 blue Bird creature token with flying named Storm Crow. Storm (When you cast this spell, copy it for each spell cast before it this turn.) |
| Blessed Wind | 7WW | Sorcery | Target player's life total becomes 20. |
| Scour the Desert | 3WW | Sorcery | Exile target creature card from your graveyard. Create X 1/1 white Bird creature tokens with flying, where X is the exiled card's toughness. |
| Captivating Crossroads | Land | During your first three turns of the game, Captivating Crossroads enters the battlefield tapped if you were the starting player. As Captivating Crossroads enters the battlefield, choose a color. {T}: Add one mana of the chosen color. | |
| Phantom Interference | U | Instant | Spree (Choose one or more additional costs.) + {3} — Create a 2/2 white Spirit creature token with flying. + {1} — Counter target spell unless its controller pays {2}. |
| Mistwalker | 2U | Creature — Shapeshifter | Changeling (This card is every creature type.) Flying {1}{U}: Mistwalker gets +1/-1 until end of turn. 1/4 |
| Seht's Tiger | 2WW | Creature — Cat | Flash (You may cast this spell any time you could cast an instant.) When Seht's Tiger enters the battlefield, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.) 3/3 |