M:tG card similarity search
· Creature — Spirit Cleric
Flying, first strike Each creature you control has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) If Chapel Shieldgeist would be put into a graveyard from anywhere, exile it instead. 2/1
| Name | Mana | Type | Text |
|---|---|---|---|
| Sandskin | 2W | Enchantment — Aura | Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. |
| Hinder | 1UU | Instant | Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner's library instead of into that player's graveyard. |
| Unscythe, Killer of Kings | UBBR | Legendary Artifact — Equipment | Equipped creature gets +3/+3 and has first strike. Whenever a creature dealt damage by equipped creature this turn dies, you may exile that card. If you do, create a 2/2 black Zombie creature token. Equip {2} |
| Genju of the Cedars | G | Enchantment — Aura | Enchant Forest {2}: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land. When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand. |
| Basilisk Collar | 1 | Artifact — Equipment | Equipped creature has deathtouch and lifelink. Equip {2} |
| Spectral Sailor | U | Creature — Spirit Pirate | Flash (You may cast this spell any time you could cast an instant.) Flying {3}{U}: Draw a card. 1/1 |
| Vine Snare | 2G | Instant | Prevent all combat damage that would be dealt this turn by creatures with power 4 or less. |
| Grappling Hook | 4 | Artifact — Equipment | Equipped creature has double strike. Whenever equipped creature attacks, you may have target creature block it this turn if able. Equip {4} |
| Yukora, the Prisoner | 2BB | Legendary Creature — Demon Spirit | When Yukora, the Prisoner leaves the battlefield, sacrifice all non-Ogre creatures you control. 5/5 |
| Reinforced Bulwark | 3 | Artifact Creature — Wall | Defender {T}: Prevent the next 1 damage that would be dealt to you this turn. 0/4 |