M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Copperhorn Scout | G | Creature — Elf Scout | Whenever Copperhorn Scout attacks, untap each other creature you control. 1/1 |
Demonic Taskmaster | 2B | Creature — Demon | Flying At the beginning of your upkeep, sacrifice a creature other than Demonic Taskmaster. 4/3 |
Patagia Viper | 3G | Creature — Snake | Flying When Patagia Viper enters the battlefield, create two 1/1 green and blue Snake creature tokens. When Patagia Viper enters the battlefield, sacrifice it unless {U} was spent to cast it. 2/1 |
Vent Sentinel | 3R | Creature — Elemental | Defender {1}{R}, {T}: Vent Sentinel deals damage to target player or planeswalker equal to the number of creatures you control with defender. 2/4 |
Whims of the Fates | 5R | Sorcery | Starting with you, each player separates all permanents they control into three piles. Then each player chooses one of their piles at random and sacrifices those permanents. (Piles can be empty.) |
Scorching Missile | 3R | Sorcery | Scorching Missile deals 4 damage to target player or planeswalker. Flashback {9}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
Dire Undercurrents | 3U/BU/B | Enchantment | Whenever a blue creature enters the battlefield under your control, you may have target player draw a card. Whenever a black creature enters the battlefield under your control, you may have target player discard a card. |
Coral Colony | 1U | Creature — Wall | Defender {1}{U}, {T}: Target player mills X cards, where X is the number of creatures you control with defender. (To mill a card, a player puts the top card of their library into their graveyard.) 1/4 |
Blue Sun's Zenith | XUUU | Instant | Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library. |
Tyrant Guard | X2G | Creature — Tyranid | Ravenous (This creature enters the battlefield with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Shieldwall — Sacrifice Tyrant Guard: Creatures you control with counters on them gain hexproof and indestructible until end of turn. 3/3 |