Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Clergy of the Holy Nimbus

W · Creature — Human Cleric

If Clergy of the Holy Nimbus would be destroyed, regenerate it. {1}: Clergy of the Holy Nimbus can't be regenerated this turn. Only your opponents may activate this ability. 1/1

Similar cards

Color identity:
NameManaTypeText
City of Solitude 2GEnchantment Players can cast spells and activate abilities only during their own turns.
Stonewise Fortifier 1WCreature — Human Wizard {4}{W}: Prevent all damage that would be dealt to Stonewise Fortifier by target creature this turn. 2/2
Karona's Zealot 4WCreature — Human Cleric Morph {3}{W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is dealt to target creature instead. 2/5
Ferropede 3Artifact Creature — Insect Ferropede can't be blocked. Whenever Ferropede deals combat damage to a player, you may remove a counter from target permanent. 1/1
Death Mutation 6BGSorcery Destroy target nonblack creature. It can't be regenerated. Create X 1/1 green Saproling creature tokens, where X is that creature's mana value.
Urborg Phantom 2BCreature — Spirit Minion Urborg Phantom can't block. {U}: Prevent all combat damage that would be dealt to and dealt by Urborg Phantom this turn. 3/1
Temple Thief 1BCreature — Human Rogue Temple Thief can't be blocked by enchanted creatures or enchantment creatures. 2/2
Counterflux UURInstant This spell can't be countered. Counter target spell you don't control. Overload {1}{U}{U}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Seafaring Werewolf Creature — Werewolf Seafaring Werewolf can't be blocked. Whenever Seafaring Werewolf deals combat damage to a player, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 2/1
Kitsune Bonesetter 2WCreature — Fox Cleric {T}: Prevent the next 3 damage that would be dealt to target creature this turn. Activate only if you have more cards in hand than each opponent. 0/1
Page 63