Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Endless One

X · Creature — Eldrazi

Endless One enters the battlefield with X +1/+1 counters on it. 0/0

Similar cards

Color identity:
NameManaTypeText
Hamlet Vanguard 2GCreature — Human Warrior Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Hamlet Vanguard enters the battlefield with two +1/+1 counters on it for each other nontoken Human you control. 1/1
Liliana's Standard Bearer 2BCreature — Zombie Knight Flash When Liliana's Standard Bearer enters the battlefield, draw X cards, where X is the number of creatures that died under your control this turn. 3/1
Pathfinding Axejaw 3GCreature — Dinosaur When Pathfinding Axejaw enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.) 4/3
Professor of Symbology 1WCreature — Kor Cleric When Professor of Symbology enters the battlefield, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.) 2/1
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Tempered Veteran 1WCreature — Human Knight {W}, {T}: Put a +1/+1 counter on target creature with a +1/+1 counter on it. {4}{W}{W}, {T}: Put a +1/+1 counter on target creature. 1/2
Ferocious Tigorilla 3RCreature — Cat Ape Ferocious Tigorilla enters the battlefield with your choice of a trample counter or a menace counter on it. (A creature with menace can't be blocked except by two or more creatures.) 4/3
Marshal's Anthem 2WWEnchantment Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
Phantom Nantuko 2GCreature — Insect Spirit Trample Phantom Nantuko enters the battlefield with two +1/+1 counters on it. If damage would be dealt to Phantom Nantuko, prevent that damage. Remove a +1/+1 counter from Phantom Nantuko. {T}: Put a +1/+1 counter on Phantom Nantuko. 0/0
Shichifukujin Dragon 6RRRSummon Dragon When Shichifukujin Dragon comes into play, put seven +1/+1 counters on it. {R}{R}{R}, Sacrifice two +1/+1 counters: Put three +1/+1 counters on Shichifukujin Dragon at end of turn. Play this ability as a sorcery. 0/0
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