M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Kor Haven | Legendary Land | {T}: Add {C}. {1}{W}, {T}: Prevent all combat damage that would be dealt by target attacking creature this turn. | |
Yawgmoth Merfolk Soul | Stickers | {TK}{TK} — When this permanent leaves the battlefield, target player discards a card. {TK}{TK}{TK}{TK}{TK} — When this permanent leaves the battlefield, create five 1/1 white Clown Robot artifact creature tokens. {TK}{TK} — 3/3 {TK}{TK}{TK}{TK} — 6/5 | |
Caged Sun | 6 | Artifact | As Caged Sun enters the battlefield, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color. |
Vodalian War Machine | 1UU | Creature — Wall | Defender (This creature can't attack.) Tap an untapped Merfolk you control: Vodalian War Machine can attack this turn as though it didn't have defender. Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn. When Vodalian War Machine dies, destroy all Merfolk tapped this turn to pay for its abilities. 0/4 |
Dermotaxi | 2 | Artifact — Vehicle | Imprint — As Dermotaxi enters the battlefield, exile a creature card from a graveyard. Tap two untapped creatures you control: Until end of turn, Dermotaxi becomes a copy of the exiled card, except it's a Vehicle artifact in addition to its other types. 0/0 |
Acolyte of Aclazotz | 2B | Creature — Vampire Cleric | {T}, Sacrifice another creature or artifact: Each opponent loses 1 life and you gain 1 life. 1/4 |
A-Glamorous Outlaw | 3UBR | Creature — Vampire Rogue | When Glamorous Outlaw enters the battlefield, it deals 2 damage to each opponent and you gain 2 life. Scry 2. {1}, Exile Glamorous Outlaw from your hand: Target land gains "{T}: Add {U}, {B}, or {R}" until Glamorous Outlaw is cast from exile. You may cast Glamorous Outlaw for as long as it remains exiled. 4/5 |
Grip of Desolation | 4BB | Instant | Devoid (This card has no color.) Exile target creature and target land. |
Hall of Storm Giants | Land | If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped. {T}: Add {U}. {5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) | |
Winter's Chill | XU | Instant | Cast this spell only during combat before blockers are declared. X can't be greater than the number of snow lands you control. Choose X target attacking creatures. For each of those creatures, its controller may pay {1} or {2}. If that player doesn't, destroy that creature at end of combat. If that player pays only {1}, prevent all combat damage that would be dealt to and dealt by that creature this combat. |