M:tG card similarity search
2RRRG · Creature — Dragon
Flying At the beginning of each upkeep, create a 1/1 red and green Dragon creature token with flying and devour 2. (As the token enters the battlefield, you may sacrifice any number of creatures. It enters the battlefield with twice that many +1/+1 counters on it.) 4/4
| Name | Mana | Type | Text |
|---|---|---|---|
| Sproutwatch Dryad | 1GG | Creature — Dryad | At the beginning of each combat, Sproutwatch Dryad gains flying until end of turn if a creature you control or a card in your hand has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance. 3/3 |
| Daraja Griffin | 3W | Creature — Griffin | Flying Sacrifice Daraja Griffin: Destroy target black creature. 2/2 |
| Indentured Djinn | 1UU | Creature — Djinn | Flying When Indentured Djinn enters the battlefield, each other player may draw up to three cards. 4/4 |
| Inventors' Fair | Legendary Land | At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life. {T}: Add {C}. {4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts. | |
| Aven Trooper | 3W | Creature — Bird Soldier | Flying {2}{W}, Discard a card: Aven Trooper gets +1/+2 until end of turn. 1/1 |
| Curious Cadaver | 2UB | Creature — Zombie Detective | Flying When you sacrifice a Clue, return Curious Cadaver from your graveyard to your hand. 3/1 |
| Skymarcher Aspirant | W | Creature — Vampire Soldier | Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Skymarcher Aspirant has flying as long as you have the city's blessing. 2/1 |
| Trained Blessed Mind | Stickers | {TK}{TK} — {T}: Exile target card from a graveyard. {TK}{TK}{TK} — Threshold — As long as seven or more cards are in your graveyard, this creature gets +4/+0 and has trample. {TK}{TK} — 4/2 {TK}{TK}{TK}{TK}{TK} — 6/9 | |
| Demon's Jester | 3B | Creature — Imp | Flying Hellbent — Demon's Jester gets +2/+1 as long as you have no cards in hand. 2/2 |
| Ghitu Encampment | Land | Ghitu Encampment enters the battlefield tapped. {T}: Add {R}. {1}{R}: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.) |