Card Codex

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17 May 2024: Card library updated.

Doors of Durin

3RG · Legendary Artifact

Whenever you attack, scry 2, then you may reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking. Until your next turn, it gains trample if you control a Dwarf and hexproof if you control an Elf.

Similar cards

Color identity:
NameManaTypeText
Roar of the Fifth People Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Create two 3/3 green Dinosaur creature tokens. II — Roar of the Fifth People gains "Creatures you control have '{T}: Add {R}, {G}, or {W}.'" III — Search your library for a Dinosaur card, reveal it, put it into your hand, then shuffle. IV — Dinosaurs you control gain double strike and trample until end of turn.
Hostile Negotiations 3BInstant Exile the top three cards of your library in a face-down pile, then exile the top three cards of your library in another face-down pile. Look at the cards in each pile, then turn a pile of your choice face up. An opponent chooses one of those piles. Put all cards in the chosen pile into your hand and the rest into your graveyard. You lose 3 life.
Garrison Griffin 2WCreature — Griffin Flying Whenever Garrison Griffin attacks, target Knight you control gains flying until end of turn. 2/2
Lupari Shield 1GSorcery — Adventure Humans you control gain indestructible until your next turn. (Then exile this card. You may cast the creature later from exile.)
Steelclad Spirit 1UCreature — Spirit Defender Whenever an enchantment enters the battlefield under your control, Steelclad Spirit can attack this turn as though it didn't have defender. 3/3
Reaper of Night 5BBCreature — Specter Whenever Reaper of Night attacks, if defending player has two or fewer cards in hand, it gains flying until end of turn. 4/5
Sarinth Greatwurm 4RGCreature — Wurm Trample Whenever a land enters the battlefield, create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") 7/6
Balshan Beguiler 2UCreature — Human Wizard Whenever Balshan Beguiler deals combat damage to a player, that player reveals the top two cards of their library. You choose one of those cards and put it into their graveyard. 1/1
A-Case the Joint 4USorcery Draw three cards, then look at the top card of each player's library.
Hightide Hermit 4UCreature — Crab Defender When Hightide Hermit enters the battlefield, you get {E}{E}{E}{E} (four energy counters). Pay {E}{E}: Hightide Hermit can attack this turn as though it didn't have defender. 4/4
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