M:tG card similarity search
G · Creature — Elf Scout
Whenever Copperhorn Scout attacks, untap each other creature you control. 1/1
Name | Mana | Type | Text |
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The Ninth Doctor | 1UR | Legendary Creature — Time Lord Doctor | Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step. 2/4 |
Freelance Muscle | 4G | Creature — Rhino Warrior | Whenever Freelance Muscle attacks or blocks, it gets +X/+X until end of turn, where X is the greatest power and/or toughness among other creatures you control. 4/4 |
Kashi-Tribe Warriors | 3GG | Creature — Snake Warrior | Whenever Kashi-Tribe Warriors deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. 2/4 |
Gary Clone | 1W | Creature — Human Citizen | Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.) Whenever Gary Clone attacks, each creature you control named Gary Clone gets +1/+0 until end of turn. 1/3 |
Combat Celebrant | 2R | Creature — Human Warrior | If Combat Celebrant hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.) 4/1 |
Fiend Binder | 3W | Creature — Human Soldier | Whenever Fiend Binder attacks, tap target creature defending player controls. 3/2 |
Stampede Surfer | 3R/GR/G | Creature — Human Warrior | Haste Whenever Stampede Surfer attacks, for each opponent, you create a 2/2 green Boar creature token that's tapped and attacking that opponent. 4/4 |
Greenside Watcher | 1G | Creature — Elf Druid | {T}: Untap target Gate. 2/1 |
Town Gossipmonger | W | Creature — Human | {T}, Tap an untapped creature you control: Transform Town Gossipmonger. 1/1 |
Intrepid Outlander | 1G | Creature — Orc Ranger | Reach Pack tactics — Whenever Intrepid Outlander attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.) 2/3 |