M:tG card similarity search
3 · Artifact Creature — Insect
When Circuit Mender enters the battlefield, you gain 2 life. When Circuit Mender leaves the battlefield, draw a card. 2/3
Name | Mana | Type | Text |
---|---|---|---|
Linvala, the Preserver | 4WW | Legendary Creature — Angel | Flying When Linvala, the Preserver enters the battlefield, if an opponent has more life than you, you gain 5 life. When Linvala enters the battlefield, if an opponent controls more creatures than you, create a 3/3 white Angel creature token with flying. 5/5 |
Enatu Golem | 6 | Artifact Creature — Golem | When Enatu Golem dies, you gain 4 life. 3/5 |
Tarpan | G | Creature — Horse | When Tarpan dies, you gain 1 life. 1/1 |
Crack in Time | 3W | Enchantment | Vanishing 3 (This enchantment enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Crack in Time enters the battlefield and at the beginning of your precombat main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield. |
Vampire Neonate | B | Creature — Vampire | {2}, {T}: Each opponent loses 1 life and you gain 1 life. 0/3 |
Vampire Opportunist | 1B | Creature — Vampire | {6}{B}: Each opponent loses 2 life and you gain 2 life. 2/1 |
Clattering Augur | 1B | Creature — Skeleton Shaman | Clattering Augur can't block. When Clattering Augur enters the battlefield, you draw a card and you lose 1 life. {2}{B}{B}: Return Clattering Augur from your graveyard to your hand. 1/1 |
Inspired Ultimatum | UURRRWW | Sorcery | Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards. |
Sludge Strider | 1WUB | Artifact Creature — Insect | Whenever another artifact enters the battlefield under your control or another artifact you control leaves the battlefield, you may pay {1}. If you do, target player loses 1 life and you gain 1 life. 3/3 |
Form of the Approach of the Second Sun | 4W | Enchantment | When this enchantment enters the battlefield, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head. When you draw yourself, you win the game. When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment. |