M:tG card similarity search
3G · Tribal Sorcery — Elf
Create a 1/1 green Elf Warrior creature token for each Elf you control.
Name | Mana | Type | Text |
---|---|---|---|
Miriam, Herd Whisperer | GW | Legendary Creature — Human Druid | As long as it's your turn, Mounts and Vehicles you control have hexproof. Whenever a Mount or Vehicle you control attacks, put a +1/+1 counter on it. 3/2 |
Might of the Ancestors | 2W | Enchantment | At the beginning of combat on your turn, target creature you control gets +2/+0 and gains vigilance until end of turn. |
Argothian Uprooting | XG | Sorcery | Put two +1/+1 counters on each of X target lands you control. They each become 0/0 Elemental creatures with reach, haste, and "When this creature leaves the battlefield, conjure a card named Forest onto the battlefield tapped." They're still lands. |
Pistus Strike | 2G | Instant | Destroy target creature with flying. Its controller gets a poison counter. |
Andrios, Roaming Explorer | 5G | Legendary Artifact Creature — Wizard | Reach As long as Andrios is attacking, tapped creatures you control with base power and toughness 4/3 have base power and toughness 16/9. {T}: Add {W}{U}{B}{R}{G}. Creature spells you spend this mana to cast have their base power and toughness become 4/3. 4/3 |
Master of the Pearl Trident | UU | Creature — Merfolk | Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.) 2/2 |
Woodland Guidance | 3G | Sorcery | Return target card from your graveyard to your hand. Clash with an opponent. If you win, untap all Forests you control. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.) Exile Woodland Guidance. |
Gigantomancer | 7G | Creature — Human Shaman | {1}: Target creature you control has base power and toughness 7/7 until end of turn. 1/1 |
Duskana, the Rage Mother | 2RGW | Legendary Creature — Bear | When Duskana, the Rage Mother enters the battlefield, draw a card for each creature you control with base power and toughness 2/2. Whenever a creature you control with base power and toughness 2/2 attacks, it gets +3/+3 until end of turn. 5/5 |
Marshaling Cry | 1WW | Sorcery | Creatures you control get +1/+1 and gain vigilance until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.) Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) |