M:tG card similarity search
1WW · Creature — Human Soldier
Prevent all combat damage that would be dealt to Everdawn Champion. 2/2
Name | Mana | Type | Text |
---|---|---|---|
Isperia the Inscrutable | 1WWUU | Legendary Creature — Sphinx | Flying Whenever Isperia the Inscrutable deals combat damage to a player, choose a card name. That player reveals their hand. If a card with the chosen name is revealed this way, search your library for a creature card with flying, reveal it, put it into your hand, then shuffle. 3/6 |
Lambholt Raconteur | 3R | Creature — Human Werewolf | Whenever you cast a noncreature spell, Lambholt Raconteur deals 1 damage to each opponent. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 2/4 |
Loyal Subordinate | 2B | Creature — Zombie | Menace Lieutenant — At the beginning of combat on your turn, if you control your commander, each opponent loses 3 life. 3/1 |
Hail Storm | 1GG | Instant | Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control. |
Flame-Blessed Bolt | R | Instant | Flame-Blessed Bolt deals 2 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead. |
Obliterating Bolt | 1R | Sorcery | Obliterating Bolt deals 4 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead. |
Scorching Dragonfire | 1R | Instant | Scorching Dragonfire deals 3 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead. |
Soldier Replica | 3 | Artifact Creature — Soldier | {1}{W}, Sacrifice Soldier Replica: It deals 3 damage to target attacking or blocking creature. 1/3 |
Equal Treatment | 1W | Instant | If any source would deal 1 or more damage to a permanent or player this turn, it deals 2 damage to that permanent or player instead. Draw a card. |
Lavinia of the Tenth | 3WU | Legendary Creature — Human Soldier | Protection from red When Lavinia of the Tenth enters the battlefield, detain each nonland permanent your opponents control with mana value 4 or less. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.) 4/4 |