Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Faithbearer Paladin

4W · Creature — Human Knight

Lifelink (Damage dealt by this creature also causes you to gain that much life.) 3/4

Similar cards

Color identity:
NameManaTypeText
Treizeci, Sun of Serra 3WLegendary Creature — Human Knight Companion — Your starting deck contains only nostalgic cards. (Retro frames, legends, and artifacts are nostalgic.) Vigilance Whenever you cast a nostalgic spell, you may pay {2}. If you do, put a +1/+1 counter on Treizeci, then for each +1/+1 counter on it, create a Serra Angel token. 3/3
Burning-Yard Trainer 4RCreature — Human Knight Trample, haste When Burning-Yard Trainer enters the battlefield, another target Knight you control gets +2/+2 and gains trample and haste until end of turn. 3/3
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Leeching Lurker Creature — Leech Horror Lifelink Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 4/4
Fathom Fleet Captain 1BCreature — Human Pirate Menace Whenever Fathom Fleet Captain attacks, if you control another nontoken Pirate, you may pay {2}. If you do, create a 2/2 black Pirate creature token with menace. 2/1
King's Assassin 1BBCreature — Human Assassin {T}: Destroy target tapped creature. Activate only during your turn, before attackers are declared. 1/1
Nephalia Smuggler UCreature — Human Rogue {3}{U}, {T}: Exile another target creature you control, then return that card to the battlefield under your control. 1/1
Sigardian Paladin 2GWCreature — Human Knight As long as you've put one or more +1/+1 counters on a creature this turn, Sigardian Paladin has trample and lifelink. {1}{G}{W}: Target creature you control with a +1/+1 counter on it gains trample and lifelink until end of turn. 4/4
Paragon of Gathering Mists 3UCreature — Human Wizard Other blue creatures you control get +1/+1. {U}, {T}: Another target blue creature you control gains flying until end of turn. 2/2
Jolrael's Centaur 1GGCreature — Centaur Archer Shroud (This creature can't be the target of spells or abilities.) Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 2/2
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