M:tG card similarity search
6GG · Creature — Wurm
You may have Deathcoil Wurm assign its combat damage as though it weren't blocked. 7/6
Name | Mana | Type | Text |
---|---|---|---|
Enhanced Surveillance | 1U | Enchantment | You may look at an additional two cards each time you surveil. Exile Enhanced Surveillance: Shuffle your graveyard into your library. |
Mogg Maniac | 1R | Creature — Goblin | Whenever Mogg Maniac is dealt damage, it deals that much damage to target opponent or planeswalker. 1/1 |
Desert Sandstorm | 2R | Sorcery | Desert Sandstorm deals 1 damage to each creature. |
Pyroclasm | 1R | Sorcery | Pyroclasm deals 2 damage to each creature. |
Viconia, Disciple of Arcana | 1UB | Legendary Creature — Elf Cleric | When this creature specializes, choose up to one target creature card and up to one target instant or sorcery card from among cards exiled with this creature. Conjure a duplicate of each of those cards into your hand. The duplicates perpetually gain "You may spend mana as though it were mana of any color to cast this spell." {1}: Exile target card from a graveyard. 3/4 |
Armory Automaton | 3 | Artifact Creature — Construct | Whenever Armory Automaton enters the battlefield or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.) 2/2 |
Klauth's Will | XRRG | Instant | Choose one. If you control a commander as you cast this spell, you may choose both. • Breathe Flame — Klauth's Will deals X damage to each creature without flying. • Smash Relics — Destroy up to X target artifacts and/or enchantments. |
Searing Rays | 2R | Sorcery | Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls. |
Lunarch Inquisitors | Creature — Human Cleric | When this creature transforms into Lunarch Inquisitors, you may exile another target creature until Lunarch Inquisitors leaves the battlefield. 4/4 | |
Knight of the Hokey Pokey | WW | Creature — Knight | First strike {1}{W}, Do the Hokey Pokey: Prevent all damage a source of your choice would deal to Knight of the Hokey Pokey this turn. (To do the Hokey Pokey, choose an arm, a leg, or your whole self and put it in. Put it out. Put it in. Shake it all about. You do the Hokey Pokey! Turn yourself around.) 2/2 |