Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Eccentric Apprentice

2U · Creature — Tiefling Wizard

Flying When Eccentric Apprentice enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn. 2/2

Similar cards

Color identity:
NameManaTypeText
Tobita, Master of Winds Legendary Creature — Human Wizard Creatures you control have flying. 3/3
Kitesail Larcenist 2UCreature — Human Pirate Flying, ward {1} When Kitesail Larcenist enters the battlefield, for each player, choose up to one other target artifact or creature that player controls. For as long as Kitesail Larcenist remains on the battlefield, the chosen permanents become Treasure artifacts with "{T}, Sacrifice this artifact: Add one mana of any color" and lose all other abilities. 2/3
Sandstone Bridge Land Sandstone Bridge enters the battlefield tapped. When Sandstone Bridge enters the battlefield, target creature gets +1/+1 and gains vigilance until end of turn. {T}: Add {W}.
Scrapbasket 4Artifact Creature — Scarecrow {1}: Scrapbasket becomes all colors until end of turn. 3/2
Angel of Despair 3WWBBCreature — Angel Flying When Angel of Despair enters the battlefield, destroy target permanent. 5/5
Yeva's Forcemage 2GCreature — Elf Shaman When Yeva's Forcemage enters the battlefield, target creature gets +2/+2 until end of turn. 2/2
Goldnight Redeemer 4WWCreature — Angel Flying When Goldnight Redeemer enters the battlefield, you gain 2 life for each other creature you control. 4/4
Rathi Dragon 2RRCreature — Dragon Flying (This creature can't be blocked except by creatures with flying or reach.) When Rathi Dragon enters the battlefield, sacrifice it unless you sacrifice two Mountains. 5/5
Baron Von Count 1BRLegendary Creature — Human Villain Baron Von Count enters the battlefield with a doom counter on "5." Whenever you cast a spell with the indicated numeral in its mana cost, text box, power, or toughness, move the doom counter one numeral to the left. When the doom counter moves from "1," destroy target player and put that doom counter on "5." 3/3
Coward 1RSorcery Target creature can't block this turn and becomes a Coward in addition to its other types until end of turn. Time travel.
Page 155