Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Famished Foragers

3R · Creature — Vampire

When Famished Foragers enters the battlefield, if an opponent lost life this turn, add {R}{R}{R}. {2}{R}, Discard a card: Draw a card. 4/3

Similar cards

Color identity:
NameManaTypeText
Maggot Carrier BCreature — Zombie When Maggot Carrier enters the battlefield, each player loses 1 life. 1/1
Dismal Failure 2UUInstant Counter target spell. Its controller discards a card.
Sandsteppe Scavenger 4GCreature — Dog Scout When Sandsteppe Scavenger enters the battlefield, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) 2/2
Recoil 1UBInstant Return target permanent to its owner's hand. Then that player discards a card.
Cabal Slaver 2BCreature — Human Cleric Whenever a Goblin deals combat damage to a player, that player discards a card. 2/1
Bloodsworn Squire 3BCreature — Vampire Soldier {1}{B}, Discard a card: Bloodsworn Squire gains indestructible until end of turn. Tap it. Then if there are four or more creature cards in your graveyard, transform Bloodsworn Squire. (Damage and effects that say "destroy" don't destroy it.) 3/3
Hag of Ceaseless Torment 2BCreature — Hag Warlock At the beginning of your upkeep, each opponent loses 3 life unless that player sacrifices a nonland permanent or discards a card. 2/2
The Council of Four 3WULegendary Creature — Human Noble Whenever a player draws their second card during their turn, you draw a card. Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token. 0/8
Uro, Titan of Nature's Wrath 1GULegendary Creature — Elder Giant When Uro enters the battlefield, sacrifice it unless it escaped. Whenever Uro enters the battlefield or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield. Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) 6/6
Courageous Resolve 2WInstant Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
Page 136