Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Darksteel Citadel

· Artifact Land

Indestructible {T}: Add {C}.

Similar cards

Color identity:
NameManaTypeText
Might of the Ancestors 2WEnchantment At the beginning of combat on your turn, target creature you control gets +2/+0 and gains vigilance until end of turn.
As Luck Would Have It GEnchantment Hexproof Whenever you roll a die, put a number of luck counters on As Luck Would Have It equal to the result. Then if there are 100 or more luck counters on As Luck Would Have It, you win the game. (Count both rolls if you reroll a die.)
Alloy Animist GCreature — Human Druid {2}{G}: Until end of turn, target noncreature artifact you control becomes a 4/4 artifact creature. 1/1
Doric, Nature's Warden 3GLegendary Creature — Tiefling Druid Vigilance When Doric, Nature's Warden enters the battlefield, search your library for a Forest card, put it onto the battlefield tapped, then shuffle. Whenever Doric attacks, you may pay {1}{G}. If you do, transform her. 3/3
Howl of the Horde 2RSorcery When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Raid — If you attacked this turn, when you next cast an instant or sorcery spell this turn, copy that spell an additional time. You may choose new targets for the copy.
Elgaud Inquisitor 3WCreature — Human Cleric Lifelink (Damage dealt by this creature also causes you to gain that much life.) When Elgaud Inquisitor dies, create a 1/1 white Spirit creature token with flying. 2/2
Fruitcake Elemental 1GGCreature — Elemental Fruitcake Elemental is indestructible. At the end of your turn, Fruitcake Elemental deals 7 damage to you. {3}: Target player gains control of Fruitcake Elemental. 7/7
Rocky Tar Pit Land Rocky Tar Pit enters the battlefield tapped. {T}, Sacrifice Rocky Tar Pit: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Veil of Summer GInstant Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Gryffwing Cavalry 3WCreature — Human Knight Flying Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever Gryffwing Cavalry attacks, you may pay {1}{W}. If you do, target attacking creature without flying gains flying until end of turn. 2/2
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