M:tG card similarity search
W · Creature — Human Soldier
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish. 1/1
Name | Mana | Type | Text |
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Kellan Joins Up | GWU | Legendary Enchantment | When Kellan Joins Up enters the battlefield, you may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted. (You may cast it as a sorcery on a later turn without paying its mana cost.) Whenever a legendary creature enters the battlefield under your control, put a +1/+1 counter on each creature you control. |
Whiptongue Hydra | 5G | Creature — Lizard Hydra | Reach When Whiptongue Hydra enters the battlefield, destroy all creatures with flying. Put a +1/+1 counter on Whiptongue Hydra for each creature destroyed this way. 4/4 |
Taoist Hermit | 2G | Creature — Human Mystic | Hexproof (This creature can't be the target of spells or abilities your opponents control.) 2/2 |
Koth's Courier | 1RR | Creature — Human Rogue | Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) 2/3 |
Hooded Hydra | XGG | Creature — Snake Hydra | Hooded Hydra enters the battlefield with X +1/+1 counters on it. When Hooded Hydra dies, create a 1/1 green Snake creature token for each +1/+1 counter on it. Morph {3}{G}{G} As Hooded Hydra is turned face up, put five +1/+1 counters on it. 0/0 |
Shardless Agent | 1GU | Artifact Creature — Human Rogue | Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) 2/2 |
Sengir Vampire | 3BB | Creature — Vampire | Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire. 4/4 |
Galadriel, Light of Valinor | 2GWU | Legendary Creature — Elf Noble | Alliance — Whenever another creature enters the battlefield under your control, choose one that hasn't been chosen this turn — • Add {G}{G}{G}. • Put a +1/+1 counter on each creature you control. • Scry 2, then draw a card. 3/3 |
Kavu Predator | 1G | Creature — Kavu | Trample Whenever an opponent gains life, put that many +1/+1 counters on Kavu Predator. 2/2 |
Hookhand Mariner | 3G | Creature — Human Werewolf | Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 4/4 |